302 lines
13 KiB
C++
302 lines
13 KiB
C++
#include "assignJob.h"
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#include "modules/Buildings.h"
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#include "modules/Items.h"
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#include "modules/Job.h"
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#include "modules/Materials.h"
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#include "df/building.h"
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#include "df/construction.h"
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#include "df/coord.h"
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#include "df/general_ref.h"
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#include "df/general_ref_building_holderst.h"
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#include "df/general_ref_unit.h"
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//#include "df/general_ref_unit_holderst.h"
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#include "df/general_ref_unit_workerst.h"
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#include "df/historical_entity.h"
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#include "df/item.h"
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#include "df/itemdef_weaponst.h"
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#include "df/item_quality.h"
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#include "df/item_type.h"
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#include "df/item_weaponst.h"
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#include "df/job.h"
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#include "df/job_skill.h"
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#include "df/job_type.h"
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#include "df/reaction_product_itemst.h"
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#include "df/reaction_reagent.h"
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#include "df/ui.h"
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#include "df/unit.h"
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#include "df/unit_inventory_item.h"
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#include "df/world_site.h"
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void getRidOfOldJob(df::unit* unit) {
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if ( unit->job.current_job == NULL ) {
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return;
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}
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df::job* job = unit->job.current_job;
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unit->job.current_job = NULL;
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if ( job->list_link->prev != NULL ) {
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job->list_link->prev->next = job->list_link->next;
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}
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if ( job->list_link->next != NULL ) {
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job->list_link->next->prev = job->list_link->prev;
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}
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//TODO: consider building pointers?
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//for now, just let the memory leak TODO: fix
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//delete job->list_link;
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//delete job;
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}
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int32_t assignJob(color_ostream& out, Edge firstImportantEdge, unordered_map<df::coord,df::coord,PointHash> parentMap, unordered_map<df::coord,cost_t,PointHash>& costMap, vector<int32_t>& invaders, unordered_set<df::coord,PointHash>& requiresZNeg, unordered_set<df::coord,PointHash>& requiresZPos, MapExtras::MapCache& cache, DigAbilities& abilities ) {
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df::unit* firstInvader = df::unit::find(invaders[0]);
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if ( !firstInvader ) {
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return -1;
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}
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//do whatever you need to do at the first important edge
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df::coord pt1 = firstImportantEdge.p1;
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df::coord pt2 = firstImportantEdge.p2;
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if ( costMap[pt1] > costMap[pt2] ) {
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df::coord temp = pt1;
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pt1 = pt2;
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pt2 = temp;
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}
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//out.print("first important edge: (%d,%d,%d) -> (%d,%d,%d)\n", pt1.x,pt1.y,pt1.z, pt2.x,pt2.y,pt2.z);
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int32_t jobId = -1;
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df::map_block* block1 = Maps::getTileBlock(pt1);
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df::map_block* block2 = Maps::getTileBlock(pt2);
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bool passable1 = block1->walkable[pt1.x&0xF][pt1.y&0xF];
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bool passable2 = block2->walkable[pt2.x&0xF][pt2.y&0xF];
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df::coord location;
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df::building* building = Buildings::findAtTile(pt2);
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df::coord buildingPos = pt2;
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if ( pt1.z > pt2.z ) {
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building = Buildings::findAtTile(df::coord(pt2.x,pt2.y,pt2.z+1));
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buildingPos = df::coord(pt2.x,pt2.y,pt2.z+1);
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}
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if ( building != NULL ) {
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df::coord destroyFrom = parentMap[buildingPos];
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if ( destroyFrom.z != buildingPos.z ) {
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//TODO: deal with this
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}
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//out.print("%s, line %d: Destroying building %d at (%d,%d,%d) from (%d,%d,%d).\n", __FILE__, __LINE__, building->id, buildingPos.x,buildingPos.y,buildingPos.z, destroyFrom.x,destroyFrom.y,destroyFrom.z);
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df::job* job = new df::job;
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job->job_type = df::enums::job_type::DestroyBuilding;
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//job->flags.bits.special = 1;
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df::general_ref_building_holderst* buildingRef = df::allocate<df::general_ref_building_holderst>();
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buildingRef->building_id = building->id;
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job->general_refs.push_back(buildingRef);
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df::general_ref_unit_workerst* workerRef = df::allocate<df::general_ref_unit_workerst>();
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workerRef->unit_id = firstInvader->id;
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job->general_refs.push_back(workerRef);
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getRidOfOldJob(firstInvader);
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firstInvader->job.current_job = job;
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firstInvader->path.path.x.clear();
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firstInvader->path.path.y.clear();
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firstInvader->path.path.z.clear();
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firstInvader->path.dest = destroyFrom;
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location = destroyFrom;
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firstInvader->job.hunt_target = NULL;
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firstInvader->job.destroy_target = NULL;
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building->jobs.clear();
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building->jobs.push_back(job);
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Job::linkIntoWorld(job);
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jobId = job->id;
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job->completion_timer = abilities.jobDelay[CostDimension::DestroyBuilding];
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} else {
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df::tiletype* type1 = Maps::getTileType(pt1);
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df::tiletype* type2 = Maps::getTileType(pt2);
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df::tiletype_shape shape1 = ENUM_ATTR(tiletype, shape, *type1);
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df::tiletype_shape shape2 = ENUM_ATTR(tiletype, shape, *type2);
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bool construction2 = ENUM_ATTR(tiletype, material, *type2) == df::enums::tiletype_material::CONSTRUCTION;
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if ( construction2 ) {
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df::job* job = new df::job;
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job->job_type = df::enums::job_type::RemoveConstruction;
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df::general_ref_unit_workerst* workerRef = df::allocate<df::general_ref_unit_workerst>();
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workerRef->unit_id = firstInvader->id;
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job->general_refs.push_back(workerRef);
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job->pos = pt2;
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getRidOfOldJob(firstInvader);
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firstInvader->job.current_job = job;
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firstInvader->path.path.x.clear();
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firstInvader->path.path.y.clear();
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firstInvader->path.path.z.clear();
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firstInvader->path.dest = pt1;
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location = pt1;
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firstInvader->job.hunt_target = NULL;
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firstInvader->job.destroy_target = NULL;
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Job::linkIntoWorld(job);
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jobId = job->id;
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df::construction* constr = df::construction::find(pt2);
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bool smooth = constr != NULL && constr->item_type != df::enums::item_type::BOULDER;
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if ( smooth )
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job->completion_timer = abilities.jobDelay[CostDimension::DestroySmoothConstruction];
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else
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job->completion_timer = abilities.jobDelay[CostDimension::DestroyRoughConstruction];
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} else {
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bool walkable_low1 = shape1 == df::tiletype_shape::STAIR_DOWN || shape1 == df::tiletype_shape::STAIR_UPDOWN;
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bool walkable_low2 = shape2 == df::tiletype_shape::STAIR_DOWN || shape2 == df::tiletype_shape::STAIR_UPDOWN;
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bool walkable_high1 = shape1 == df::tiletype_shape::STAIR_UP || shape1 == df::tiletype_shape::STAIR_UPDOWN;
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bool walkable_high2 = shape2 == df::tiletype_shape::STAIR_UP || shape2 == df::tiletype_shape::STAIR_UPDOWN;
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//must be a dig job
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bool up1 = !walkable_high1 && requiresZPos.find(pt1) != requiresZPos.end();
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bool up2 = !walkable_high2 && requiresZPos.find(pt2) != requiresZPos.end();
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bool down1 = !walkable_low1 && requiresZNeg.find(pt1) != requiresZNeg.end();
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bool down2 = !walkable_low2 && requiresZNeg.find(pt2) != requiresZNeg.end();
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bool up;
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bool down;
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df::coord goHere;
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df::coord workHere;
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if ( pt1.z == pt2.z ) {
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up = up2;
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down = down2;
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goHere = pt1;
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workHere = pt2;
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} else {
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if ( up1 || down1 ) {
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up = up1;
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down = down1;
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goHere = pt1;
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workHere = pt1;
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} else {
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up = up2;
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down = down2;
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goHere = pt1;
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workHere = pt2;
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}
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}
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df::job* job = new df::job;
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if ( up && down ) {
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job->job_type = df::enums::job_type::CarveUpDownStaircase;
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//out.print("%s, line %d: type = up/down\n", __FILE__, __LINE__);
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} else if ( up && !down ) {
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job->job_type = df::enums::job_type::CarveUpwardStaircase;
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//out.print("%s, line %d: type = up\n", __FILE__, __LINE__);
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} else if ( !up && down ) {
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job->job_type = df::enums::job_type::CarveDownwardStaircase;
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//out.print("%s, line %d: type = down\n", __FILE__, __LINE__);
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} else {
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job->job_type = df::enums::job_type::Dig;
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//out.print("%s, line %d: type = dig\n", __FILE__, __LINE__);
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}
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//out.print("%s, line %d: up=%d,up1=%d,up2=%d, down=%d,down1=%d,down2=%d\n", __FILE__, __LINE__, up,up1,up2, down,down1,down2);
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job->pos = workHere;
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firstInvader->path.dest = goHere;
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location = goHere;
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df::general_ref_unit_workerst* ref = df::allocate<df::general_ref_unit_workerst>();
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ref->unit_id = firstInvader->id;
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job->general_refs.push_back(ref);
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firstInvader->job.hunt_target = NULL;
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firstInvader->job.destroy_target = NULL;
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getRidOfOldJob(firstInvader);
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firstInvader->job.current_job = job;
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firstInvader->path.path.x.clear();
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firstInvader->path.path.y.clear();
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firstInvader->path.path.z.clear();
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Job::linkIntoWorld(job);
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jobId = job->id;
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job->completion_timer = abilities.jobDelay[CostDimension::Dig];
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//TODO: test if he already has a pick
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bool hasPick = false;
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for ( size_t a = 0; a < firstInvader->inventory.size(); a++ ) {
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df::unit_inventory_item* inv_item = firstInvader->inventory[a];
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if ( inv_item->mode != df::unit_inventory_item::Weapon || inv_item->body_part_id != firstInvader->body.weapon_bp )
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continue;
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df::item* oldItem = inv_item->item;
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if ( oldItem->getType() != df::enums::item_type::WEAPON )
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continue;
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df::item_weaponst* oldWeapon = (df::item_weaponst*)oldItem;
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df::itemdef_weaponst* oldType = oldWeapon->subtype;
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if ( oldType->skill_melee != df::enums::job_skill::MINING )
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continue;
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hasPick = true;
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break;
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}
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if ( hasPick )
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return firstInvader->id;
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//create and give a pick
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//based on createitem.cpp
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df::reaction_product_itemst *prod = NULL;
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//TODO: consider filtering based on entity/civ stuff
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for ( size_t a = 0; a < df::global::world->raws.itemdefs.weapons.size(); a++ ) {
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df::itemdef_weaponst* oldType = df::global::world->raws.itemdefs.weapons[a];
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if ( oldType->skill_melee != df::enums::job_skill::MINING )
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continue;
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prod = df::allocate<df::reaction_product_itemst>();
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prod->item_type = df::item_type::WEAPON;
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prod->item_subtype = a;
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break;
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}
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if ( prod == NULL ) {
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out.print("%s, %d: no valid item.\n", __FILE__, __LINE__);
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return -1;
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}
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DFHack::MaterialInfo material;
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if ( !material.find("OBSIDIAN") ) {
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out.print("%s, %d: no water.\n", __FILE__, __LINE__);
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return -1;
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}
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prod->mat_type = material.type;
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prod->mat_index = material.index;
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prod->probability = 100;
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prod->count = 1;
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prod->product_dimension = 1;
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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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vector<void*> unk;
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prod->produce(firstInvader, &unk, &out_items, &in_reag, &in_items, 1, df::job_skill::NONE,
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df::historical_entity::find(firstInvader->civ_id),
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df::world_site::find(df::global::ui->site_id));
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if ( out_items.size() != 1 ) {
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out.print("%s, %d: wrong size: %d.\n", __FILE__, __LINE__, out_items.size());
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return -1;
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}
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out_items[0]->moveToGround(firstInvader->pos.x, firstInvader->pos.y, firstInvader->pos.z);
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#if 0
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//check for existing item there
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for ( size_t a = 0; a < firstInvader->inventory.size(); a++ ) {
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df::unit_inventory_item* inv_item = firstInvader->inventory[a];
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if ( false || inv_item->body_part_id == part ) {
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//throw it on the ground
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Items::moveToGround(cache, inv_item->item, firstInvader->pos);
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}
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}
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#endif
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Items::moveToInventory(cache, out_items[0], firstInvader, df::unit_inventory_item::T_mode::Weapon, firstInvader->body.weapon_bp);
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delete prod;
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}
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}
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#if 0
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//tell EVERYONE to move there
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for ( size_t a = 0; a < invaders.size(); a++ ) {
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df::unit* invader = invaders[a];
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invader->path.path.x.clear();
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invader->path.path.y.clear();
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invader->path.path.z.clear();
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invader->path.dest = location;
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//invader->flags1.bits.invades = true;
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//invader->flags1.bits.marauder = true;
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//invader->flags2.bits.visitor_uninvited = true;
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invader->relations.group_leader_id = invader->id;
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}
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#endif
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return firstInvader->id;
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}
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