dfhack/plugins/diggingInvaders/assignJob.cpp

302 lines
13 KiB
C++

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