499 lines
13 KiB
C++
499 lines
13 KiB
C++
#ifndef BUILDINGPLAN_H
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#define BUILDINGPLAN_H
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#include "uicommon.h"
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#include "listcolumn.h"
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#include <functional>
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// DF data structure definition headers
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#include "DataDefs.h"
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#include "Types.h"
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#include "df/build_req_choice_genst.h"
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#include "df/build_req_choice_specst.h"
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#include "df/item.h"
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#include "df/ui.h"
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#include "df/ui_build_selector.h"
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#include "df/viewscreen_dwarfmodest.h"
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#include "df/items_other_id.h"
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#include "df/job.h"
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#include "df/world.h"
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#include "df/building_constructionst.h"
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#include "df/building_design.h"
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#include "df/entity_position.h"
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#include "modules/Buildings.h"
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#include "modules/Maps.h"
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#include "modules/Items.h"
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#include "modules/Units.h"
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#include "modules/Gui.h"
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#include "TileTypes.h"
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#include "df/job_item.h"
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#include "df/dfhack_material_category.h"
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#include "df/general_ref_building_holderst.h"
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#include "modules/Job.h"
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#include "df/building_design.h"
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#include "df/buildings_other_id.h"
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#include "modules/World.h"
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#include "df/building.h"
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#include "df/building_doorst.h"
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using df::global::ui;
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using df::global::ui_build_selector;
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using df::global::world;
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struct MaterialDescriptor
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{
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df::item_type item_type;
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int16_t item_subtype;
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int16_t type;
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int32_t index;
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bool valid;
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bool matches(const MaterialDescriptor &a) const
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{
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return a.valid && valid &&
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a.type == type &&
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a.index == index &&
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a.item_type == item_type &&
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a.item_subtype == item_subtype;
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}
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};
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#define MAX_MASK 10
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#define MAX_MATERIAL 21
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#define SIDEBAR_WIDTH 30
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static inline bool canReserveRoom(df::building *building)
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{
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if (!building)
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return false;
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if (building->jobs.size() > 0 && building->jobs[0]->job_type == job_type::DestroyBuilding)
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return false;
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return building->is_room;
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}
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static inline std::vector<Units::NoblePosition> getUniqueNoblePositions(df::unit *unit)
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{
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std::vector<Units::NoblePosition> np;
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Units::getNoblePositions(&np, unit);
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for (auto iter = np.begin(); iter != np.end(); iter++)
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{
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if (iter->position->code == "MILITIA_CAPTAIN")
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{
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np.erase(iter);
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break;
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}
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}
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return np;
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}
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void delete_item_fn(df::job_item *x);
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MaterialInfo &material_info_identity_fn(MaterialInfo &m);
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extern map<df::building_type, bool> planmode_enabled, saved_planmodes;
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void enable_quickfort_fn(pair<const df::building_type, bool>& pair);
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void debug(const std::string &msg);
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std::string material_to_string_fn(MaterialInfo m);
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extern bool show_debugging;
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extern bool show_help;
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struct ItemFilter
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{
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df::dfhack_material_category mat_mask;
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std::vector<DFHack::MaterialInfo> materials;
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df::item_quality min_quality;
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bool decorated_only;
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ItemFilter() : min_quality(df::item_quality::Ordinary), decorated_only(false), valid(true)
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{
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clear(); // mat_mask is not cleared by default (see issue #1047)
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}
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bool matchesMask(DFHack::MaterialInfo &mat);
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bool matches(const df::dfhack_material_category mask) const;
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bool matches(DFHack::MaterialInfo &material) const;
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bool matches(df::item *item);
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std::vector<std::string> getMaterialFilterAsVector();
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std::string getMaterialFilterAsSerial();
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bool parseSerializedMaterialTokens(std::string str);
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std::string getMinQuality();
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bool isValid();
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void clear();
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private:
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bool valid;
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};
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class ViewscreenChooseMaterial : public dfhack_viewscreen
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{
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public:
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ViewscreenChooseMaterial(ItemFilter *filter);
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void feed(set<df::interface_key> *input);
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void render();
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std::string getFocusString() { return "buildingplan_choosemat"; }
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private:
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ListColumn<df::dfhack_material_category> masks_column;
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ListColumn<MaterialInfo> materials_column;
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int selected_column;
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ItemFilter *filter;
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df::building_type btype;
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void addMaskEntry(df::dfhack_material_category &mask, const std::string &text)
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{
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auto entry = ListEntry<df::dfhack_material_category>(pad_string(text, MAX_MASK, false), mask);
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if (filter->matches(mask))
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entry.selected = true;
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masks_column.add(entry);
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}
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void populateMasks()
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{
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masks_column.clear();
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df::dfhack_material_category mask;
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mask.whole = 0;
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mask.bits.stone = true;
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addMaskEntry(mask, "Stone");
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mask.whole = 0;
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mask.bits.wood = true;
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addMaskEntry(mask, "Wood");
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mask.whole = 0;
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mask.bits.metal = true;
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addMaskEntry(mask, "Metal");
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mask.whole = 0;
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mask.bits.soap = true;
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addMaskEntry(mask, "Soap");
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masks_column.filterDisplay();
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}
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void populateMaterials()
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{
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materials_column.clear();
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df::dfhack_material_category selected_category;
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std::vector<df::dfhack_material_category> selected_masks = masks_column.getSelectedElems();
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if (selected_masks.size() == 1)
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selected_category = selected_masks[0];
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else if (selected_masks.size() > 1)
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return;
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df::world_raws &raws = world->raws;
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for (int i = 1; i < DFHack::MaterialInfo::NUM_BUILTIN; i++)
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{
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auto obj = raws.mat_table.builtin[i];
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if (obj)
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{
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MaterialInfo material;
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material.decode(i, -1);
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addMaterialEntry(selected_category, material, material.toString());
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}
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}
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for (size_t i = 0; i < raws.inorganics.size(); i++)
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{
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df::inorganic_raw *p = raws.inorganics[i];
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MaterialInfo material;
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material.decode(0, i);
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addMaterialEntry(selected_category, material, material.toString());
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}
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decltype(selected_category) wood_flag;
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wood_flag.bits.wood = true;
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if (!selected_category.whole || selected_category.bits.wood)
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{
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for (size_t i = 0; i < raws.plants.all.size(); i++)
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{
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df::plant_raw *p = raws.plants.all[i];
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for (size_t j = 0; p->material.size() > 1 && j < p->material.size(); j++)
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{
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auto t = p->material[j];
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if (p->material[j]->id != "WOOD")
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continue;
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MaterialInfo material;
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material.decode(DFHack::MaterialInfo::PLANT_BASE+j, i);
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auto name = material.toString();
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ListEntry<MaterialInfo> entry(pad_string(name, MAX_MATERIAL, false), material);
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if (filter->matches(material))
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entry.selected = true;
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materials_column.add(entry);
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}
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}
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}
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materials_column.sort();
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}
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void addMaterialEntry(df::dfhack_material_category &selected_category,
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MaterialInfo &material, std::string name)
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{
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if (!selected_category.whole || material.matches(selected_category))
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{
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ListEntry<MaterialInfo> entry(pad_string(name, MAX_MATERIAL, false), material);
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if (filter->matches(material))
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entry.selected = true;
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materials_column.add(entry);
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}
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}
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void validateColumn()
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{
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set_to_limit(selected_column, 1);
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}
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void resize(int32_t x, int32_t y)
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{
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dfhack_viewscreen::resize(x, y);
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masks_column.resize();
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materials_column.resize();
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}
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};
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class ReservedRoom
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{
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public:
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ReservedRoom(df::building *building, std::string noble_code);
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ReservedRoom(PersistentDataItem &config, color_ostream &out);
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bool checkRoomAssignment();
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void remove() { DFHack::World::DeletePersistentData(config); }
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bool isValid()
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{
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if (!building)
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return false;
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if (Buildings::findAtTile(pos) != building)
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return false;
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return canReserveRoom(building);
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}
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int32_t getId()
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{
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if (!isValid())
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return 0;
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return building->id;
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}
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std::string getCode() { return config.val(); }
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void setCode(const std::string &noble_code) { config.val() = noble_code; }
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private:
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df::building *building;
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PersistentDataItem config;
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df::coord pos;
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std::vector<Units::NoblePosition> getOwnersNobleCode()
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{
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if (!building->owner)
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return std::vector<Units::NoblePosition> ();
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return getUniqueNoblePositions(building->owner);
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}
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};
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class RoomMonitor
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{
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public:
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RoomMonitor() { }
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std::string getReservedNobleCode(int32_t buildingId);
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void toggleRoomForPosition(int32_t buildingId, std::string noble_code);
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void doCycle();
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void reset(color_ostream &out);
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private:
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std::vector<ReservedRoom> reservedRooms;
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void addRoom(ReservedRoom &rr)
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{
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for (auto iter = reservedRooms.begin(); iter != reservedRooms.end(); iter++)
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{
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if (iter->getId() == rr.getId())
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return;
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}
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reservedRooms.push_back(rr);
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}
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};
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// START Planning
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class PlannedBuilding
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{
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public:
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PlannedBuilding(df::building *building, ItemFilter *filter);
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PlannedBuilding(PersistentDataItem &config, color_ostream &out);
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bool assignClosestItem(std::vector<df::item *> *items_vector);
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bool assignItem(df::item *item);
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bool isValid();
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df::building_type getType() { return building->getType(); }
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bool isCurrentlySelectedBuilding() { return isValid() && (building == world->selected_building); }
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ItemFilter *getFilter() { return &filter; }
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void remove() { DFHack::World::DeletePersistentData(config); }
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private:
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df::building *building;
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PersistentDataItem config;
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df::coord pos;
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ItemFilter filter;
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};
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class Planner
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{
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public:
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bool in_dummmy_screen;
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Planner() : in_dummmy_screen(false), quickfort_mode(false) { }
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bool isPlanableBuilding(const df::building_type type) const
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{
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return item_for_building_type.find(type) != item_for_building_type.end();
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}
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void reset(color_ostream &out);
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void initialize();
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void addPlannedBuilding(df::building *bld)
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{
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PlannedBuilding pb(bld, &default_item_filters[bld->getType()]);
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planned_buildings.push_back(pb);
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}
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void doCycle();
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bool allocatePlannedBuilding(df::building_type type);
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PlannedBuilding *getSelectedPlannedBuilding();
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void removeSelectedPlannedBuilding() { getSelectedPlannedBuilding()->remove(); }
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ItemFilter *getDefaultItemFilterForType(df::building_type type) { return &default_item_filters[type]; }
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void cycleDefaultQuality(df::building_type type);
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void enableQuickfortMode()
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{
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saved_planmodes = planmode_enabled;
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for_each_(planmode_enabled, enable_quickfort_fn);
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quickfort_mode = true;
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}
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void disableQuickfortMode()
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{
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planmode_enabled = saved_planmodes;
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quickfort_mode = false;
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}
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bool inQuickFortMode() { return quickfort_mode; }
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private:
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map<df::building_type, df::item_type> item_for_building_type;
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map<df::building_type, ItemFilter> default_item_filters;
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map<df::item_type, std::vector<df::item *>> available_item_vectors;
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map<df::item_type, bool> is_relevant_item_type; //Needed for fast check when looping over all items
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bool quickfort_mode;
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std::vector<PlannedBuilding> planned_buildings;
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void gather_available_items()
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{
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debug("Gather available items");
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for (auto iter = available_item_vectors.begin(); iter != available_item_vectors.end(); iter++)
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{
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iter->second.clear();
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}
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// Precompute a bitmask with the bad flags
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df::item_flags bad_flags;
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bad_flags.whole = 0;
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#define F(x) bad_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(artifact);
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#undef F
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std::vector<df::item*> &items = world->items.other[items_other_id::IN_PLAY];
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for (size_t i = 0; i < items.size(); i++)
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{
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df::item *item = items[i];
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if (item->flags.whole & bad_flags.whole)
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continue;
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df::item_type itype = item->getType();
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if (!is_relevant_item_type[itype])
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continue;
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if (itype == item_type::BOX && item->isBag())
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continue; //Skip bags
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if (item->flags.bits.artifact)
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continue;
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if (item->flags.bits.in_job ||
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item->isAssignedToStockpile() ||
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item->flags.bits.owned ||
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item->flags.bits.in_chest)
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{
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continue;
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}
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available_item_vectors[itype].push_back(item);
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}
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}
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};
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extern Planner planner;
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extern RoomMonitor roomMonitor;
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#endif
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