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authorharlanplayford2012-05-15 06:03:29 -0400
committerharlanplayford2012-05-15 06:03:29 -0400
commit689cf3ee51cffb97c21a915fc4eac6c1957a271f (patch)
treea12212ce4c2d1fe191d99adeae19df2c320e15cc /plugins/forceequip.cpp
parent27ca317871c996082428d1ff34f44dc9270cdceb (diff)
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Added ForceEquip plugin to project
Signed-off-by: playfordh <harlanplayford@gmail.com>
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-rw-r--r--plugins/forceequip.cpp457
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diff --git a/plugins/forceequip.cpp b/plugins/forceequip.cpp
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+// forceequip plugin
+// Moves local items from the ground into a unit's inventory
+#include <iostream>
+#include <iomanip>
+#include <sstream>
+#include <climits>
+#include <vector>
+#include <string>
+#include <algorithm>
+#include <set>
+using namespace std;
+
+#include "Core.h"
+#include "Console.h"
+#include "Export.h"
+#include "PluginManager.h"
+#include "modules/Maps.h"
+#include "modules/Gui.h"
+#include "modules/Items.h"
+#include "modules/Materials.h"
+#include "modules/MapCache.h"
+#include "DataDefs.h"
+#include "df/item.h"
+#include "df/itemdef.h"
+#include "df/world.h"
+#include "df/general_ref.h"
+#include "df/unit.h"
+#include "df/body_part_raw.h"
+#include "MiscUtils.h"
+#include "df/unit_inventory_item.h"
+#include "df/body_part_template_flags.h"
+#include "df/creature_raw.h"
+#include "df/caste_raw.h"
+#include "df/body_detail_plan.h"
+#include "df/body_template.h"
+#include "df/body_part_template.h"
+#include "df/unit_soul.h"
+#include "df/unit_skill.h"
+#include "df/general_ref.h"
+#include "df/caste_raw.h"
+
+#include "DFHack.h"
+
+using namespace DFHack;
+using namespace df::enums;
+
+using MapExtras::Block;
+using MapExtras::MapCache;
+using df::global::world;
+
+DFHACK_PLUGIN("forceequip");
+
+command_result df_forceequip(color_ostream &out, vector <string> & parameters);
+
+const string forceequip_help =
+ "ForceEquip moves local items into a unit's inventory. It is typically\n"
+ "used to equip specific clothing/armor items onto a dwarf, but can also\n"
+ "be used to put armor onto a war animal or to add unusual items (such\n"
+ "as crowns) to any unit.\n"
+ "This plugin can process multiple items in a single call, but will only\n"
+ "work with a single unit (the first one it finds under the cursor).\n"
+ "In order to minimize confusion, it is recommended that you use\n"
+ "forceequip only when you have a unit standing alone atop a pile of\n"
+ "gear that you would like it to wear. Items which are stored in bins\n"
+ "or other containers (e.g. chests, armor racks) may also work, but\n"
+ "piling items on the floor (via a garbage dump activity zone, of the\n"
+ "DFHack autodump command) is the most reliable way to do it.\n"
+ "The plugin will ignore any items that are forbidden. Hence, you\n"
+ "can setup a large pile of surplus gear, walk a unit onto it (or\n"
+ "pasture an animal on it), unforbid a few items and run forceequip.\n"
+ "The (forbidden) majority of your gear will remain in-place, ready\n"
+ "for the next passerby."
+ "\n"
+ "As mentioned above, this plugin can be used to equip items onto\n"
+ "units (such as animals) which cannot normally equip gear. There's\n"
+ "an important caveat here - such creatures will automatically drop\n"
+ "inappropriate gear almost immediately (within 10 game ticks).\n"
+ "If you want them to retain their equipment, you must forbid it\n"
+ "AFTER using forceequip to get it into their inventory.\n"
+ "This technique can also be used to clothe dwarven infants, but\n"
+ "only if you're able to separate them from their mothers.\n"
+ "\n"
+ "By default, the forceequip plugin will attempt to avoid\n"
+ "conflicts and outright cheating. For instance, it will skip\n"
+ "any item which is flagged for use in a job, and will not\n"
+ "equip more than one piece of clothing/armor onto any given\n"
+ "body part. These restrictions can be overridden via command\n"
+ "switches (see examples below) but doing so puts you at greater\n"
+ "risk of unexpected consequences. For instance, a dwarf who\n"
+ "is wearing three breastplates will not be able to move very\n"
+ "quickly.\n"
+ "\n"
+ "Items equipped by this plugin DO NOT become owned by the\n"
+ "recipient. Adult dwarves are free to adjust their own\n"
+ "wardrobe, and may promptly decide to doff your gear in\n"
+ "favour of their owned items. Animals, as described above,\n"
+ "will tend to discard ALL clothing immediately unless it is\n"
+ "manually forbidden. Armor items seem to be an exception;\n"
+ "an animal will tend to retain an equipped suit of mail\n"
+ "even if you neglect to Forbid it.\n"
+ "\n"
+ "Please note that armored animals are quite vulnerable to ranged\n"
+ "attacks. Unlike dwarves, animals cannot block, dodge, or deflect\n"
+ "arrows, and they are slowed by the weight of their armor.\n"
+ "\n"
+ "This plugin currently does not support weapons.\n"
+ "\n"
+ "Options:\n"
+ " here, h - process the unit and item(s) under the cursor.\n"
+ " - This option is enabled by default since the plugin\n"
+ " - does not currently support remote equpping.\n"
+ " ignore, i - bypasses the usual item eligibility checks (such as\n"
+ " - \"Never equip gear belonging to another dwarf\" and\n"
+ " - \"Nobody is allowed to equip a Hive\".)\n"
+ " multi, m - bypasses the 1-item-per-bodypart limit, allowing\n"
+ " - the unit to receive an unlimited amount of gear.\n"
+ " - Can be used legitimately (e.g. mitten + gauntlet)\n"
+ " - or for cheating (e.g. twelve breastplates).\n"
+ " m2, m3, m4 - alters the 1-item-per-bodypart limit, allowing\n"
+ " - each part to receive 2, 3, or 4 pieces of gear.\n"
+ " selected, s - rather than processing all items piled at a unit's\n"
+ " - feet, process only the one item currently selected.\n"
+ " bodypart, bp - must be followed by a bodypart code (e.g. LH).\n"
+ " - Instructs the plugin to equip all available items\n"
+ " - onto this body part only. Typically used in\n"
+ " - conjunction with the f switch (to over-armor\n"
+ " - a particular bodypart) or the i switch (to equip\n"
+ " - an unusual item onto a specific slot).\n"
+ " verbose, v - provides detailed narration and error messages.\n"
+ " - Can be helpful in resolving failures; not needed\n"
+ " - for casual use.\n"
+ "\n"
+ "Examples:\n"
+ " forceequip\n"
+ " attempts to equip all of the items under the cursor onto the unit\n"
+ " under the cursor. Uses only clothing/armor items; ignores all\n"
+ " other types. Equips a maximum of 1 item onto each bodypart,\n"
+ " and equips only \"appropriate\" items in each slot (e.g. glove\n"
+ " --> hand). Bypasses any item which might cause a conflict,\n"
+ " such as a Boot belonging to a different dwarf.\n"
+ " forceequip bp LH\n"
+ " attempts to equip all local items onto the left hand of the local\n"
+ " unit. If the hand is already equipped then nothing will happen,\n"
+ " and if it is not equipped then only one appropriate item (e.g. \n"
+ " a single mitten or gauntlet) will be equipped. This command can\n"
+ " be useful if you don't want to selectively forbid individual items\n"
+ " and simply want the unit to equip, say, a Helmet while leaving\n"
+ " the rest of the pile alone.\n"
+ " forceequip m bp LH\n"
+ " as above, but will equip ALL appropriate items onto the unit's\n"
+ " left hand. After running this command, it might end up wearing\n"
+ " a dozen left-handed mittens. Use with caution, and remember\n"
+ " that dwarves will tend to drop supernumary items ASAP.\n"
+ " forceequip m\n"
+ " as above, but will equip ALL appropriate items onto any\n"
+ " appropriate bodypart. Tends to put several boots onto the right\n"
+ " foot while leaving the left foot bare.\n"
+ " forceequip m2\n"
+ " as above, but will equip up to two appropriate items onto each\n"
+ " bodypart. Helps to balance footwear, but doesn't ensure proper\n"
+ " placement (e.g. left foot gets two socks, right foot gets two\n"
+ " shoes). For best results, use \"selected bp LH\" and\n"
+ " \"selected bp RH\" instead.\n"
+ " forceequip i\n"
+ " performs the standard \"equip appropriate items onto appropriate\n"
+ " bodyparts\" logic, but also includes items that would normally\n"
+ " be considered ineligible (such as a sock which is owned by\n"
+ " a different dwarf).\n"
+ " forceequip bp NECK\n"
+ " attempts to equip any appropriate gear onto the Neck of the\n"
+ " local unit. Since the plugin believes that no items are actually\n"
+ " appropriate for the Neck slot, this command does nothing.\n"
+ " forceequip i bp NECK\n"
+ " attempts to equip items from the local pile onto the Neck\n"
+ " of the local unit. Ignores appropriateness restrictions.\n"
+ " If there's a millstone or an albatross carcass sitting on\n"
+ " the same square as the targeted unit, then there's a good\n"
+ " chance that it will end up around his neck. For precise\n"
+ " control, remember that you can selectively forbid some of\n"
+ " the items that are piled on the ground.\n"
+ " forceequip i m bp NECK\n"
+ " as above, but equips an unlimited number of items onto the\n"
+ " targeted bodypart. Effectively, all unforbidden items\n"
+ " (including helms, millstones, boulders, etc) will be\n"
+ " moved from the local pile and placed in the dwarf's\n"
+ " inventory (specifically, on his neck). When used with\n"
+ " a large pile of goods, this will leave the dwarf heavily\n"
+ " encumbered and very slow to move.\n"
+ " forceequip s\n"
+ " requires that a single item be selected using the k menu.\n"
+ " This item must occupy the same square as the target unit,\n"
+ " and must be unforbidden. Attempts to equip this single\n"
+ " item onto an appropriate slot in the unit's inventory.\n"
+ " Can serve as a quicker alternative to the selective-\n"
+ " unforbidding approach described above.\n"
+ " forceequip s m i bp HD\n"
+ " equips the selected item onto the unit's head. Ignores\n"
+ " all possible restrictions and conflicts. If you know\n"
+ " exactly what you want to equip, and exactly where you\n"
+ " want it to go, then this is the most straightforward\n"
+ " and reliable option.\n"
+ " forceequip v bp QQQ\n"
+ " guaranteed to fail (and accomplish nothing) because\n"
+ " there are no bodyparts called QQQ. However, since the\n"
+ " verbose switch is used, the resulting error messages\n"
+ " will list every bodypart that the unit DOES possess.\n"
+ " May be useful if you're unfamiliar with the BP codes\n"
+ " used by Dwarf Fortress, or if you're experimenting\n"
+ " with an exotic creature.\n"
+ "\n"
+ ;
+
+DFhackCExport command_result plugin_init ( color_ostream &out, vector <PluginCommand> &commands)
+{
+ commands.push_back(PluginCommand(
+ "forceequip", "Moves local items from the ground into a unit's inventory",
+ df_forceequip, false,
+ forceequip_help.c_str()
+ ));
+
+ return CR_OK;
+}
+
+DFhackCExport command_result plugin_shutdown ( color_ostream &out )
+{
+ return CR_OK;
+}
+
+command_result df_forceequip(color_ostream &out, vector <string> & parameters)
+{
+ // The "here" option is hardcoded to true, because the plugin currently doesn't support
+ // equip-at-a-distance (e.g. grab items within 10 squares of the targeted unit)
+ bool here = true;
+ // For balance (anti-cheating) reasons, the plugin applies a limit on the number of
+ // item that can be equipped on any bodypart. This limit defaults to 1 but can be
+ // overridden with cmdline switches.
+ int multiEquipLimit = 1;
+ // The plugin applies several pre-checks in order to reduce the risk of conflict
+ // and unintended side-effects. Most of these checks can be disabled via cmdline
+ bool ignore = false;
+ // By default, the plugin uses all gear piled on the selected square. Optionally,
+ // it can target only a single item (selected on the k menu) instead
+ bool selected = false;
+ // Most of the plugin's text output is suppressed by default. It can be enabled
+ // to provide insight into errors, and/or for debugging purposes.
+ bool verbose = false;
+ // By default, the plugin will mate each item to an appropriate bodypart. This
+ // behaviour can be skipped if the user specifies a particular BP in the cmdline input.
+ std::string targetBodyPartCode;
+
+ // Parse the input
+ for (size_t i = 0; i < parameters.size(); i++)
+ {
+ string & p = parameters[i];
+
+ if (p == "help" || p == "?" || p == "h" || p == "/?" || p == "info" || p == "man")
+ {
+ out << forceequip_help << endl;
+ return CR_OK;
+ }
+ else if (p == "here" || p == "h")
+ {
+ here = true;
+ }
+ else if (p == "ignore" || p == "i")
+ {
+ ignore = true;
+ }
+ else if (p == "multi" || p == "m")
+ {
+ multiEquipLimit = INT_MAX;
+ }
+ else if (p == "m2")
+ {
+ multiEquipLimit = 2;
+ }
+ else if (p == "m3")
+ {
+ multiEquipLimit = 3;
+ }
+ else if (p == "m4")
+ {
+ multiEquipLimit = 4;
+ }
+ else if (p == "selected" || p == "s")
+ {
+ selected = true;
+ }
+ else if (p == "verbose" || p == "v")
+ {
+ verbose = true;
+ }
+ else if (p == "bodypart" || p == "bp" )
+ {
+ // must be followed by bodypart code (e.g. NECK)
+ if(i == parameters.size()-1 || parameters[i+1].size() == 0)
+ {
+ out.printerr("The bp switch must be followed by a bodypart code!\n");
+ return CR_FAILURE;
+ }
+ targetBodyPartCode = parameters[i+1];
+ i++;
+ }
+ else
+ {
+ out << p << ": Unknown command! Type \"forceequip help\" for assistance." << endl;
+ return CR_FAILURE;
+ }
+ }
+
+ // Ensure that the map information is available (e.g. a game is actually in-progress)
+ if (!Maps::IsValid())
+ {
+ out.printerr("Map is not available!\n");
+ return CR_FAILURE;
+ }
+
+ // Lookup the cursor position
+ int cx, cy, cz;
+ DFCoord pos_cursor;
+
+ // needs a cursor
+ if (!Gui::getCursorCoords(cx,cy,cz))
+ {
+ out.printerr("Cursor position not found. Please enable the cursor.\n");
+ return CR_FAILURE;
+ }
+ pos_cursor = DFCoord(cx,cy,cz);
+
+ // Iterate over all units, process the first one whose pos == pos_cursor
+ df::unit * targetUnit;
+ size_t numUnits = world->units.all.size();
+ for(size_t i=0; i< numUnits; i++)
+ {
+ targetUnit = world->units.all[i]; // tentatively assume that we have a match; then verify
+ DFCoord pos_unit(targetUnit->pos.x, targetUnit->pos.y, targetUnit->pos.z);
+
+ if (pos_unit == pos_cursor)
+ break;
+
+ if (i + 1 == numUnits)
+ {
+ out.printerr("No unit found at cursor!\n");
+ return CR_FAILURE;
+ }
+ }
+
+ // Assert: unit found.
+
+ // If a specific bodypart was included in the command arguments, then search for it now
+ df::body_part_raw * targetBodyPart = NULL;
+ if (targetBodyPartCode.size() > 0) {
+ for (int bpIndex = 0; bpIndex < targetUnit->body.body_plan->body_parts.size(); bpIndex ++)
+ {
+ // Tentatively assume that the part is a match
+ targetBodyPart = targetUnit->body.body_plan->body_parts.at(bpIndex);
+ if (targetBodyPart->part_code.compare(targetBodyPartCode) == 0)
+ {
+ // It is indeed a match; exit the loop (while leaving the variable populated)
+ if (verbose) { out.print("Matching bodypart (%s) found.\n", targetBodyPart->part_name.c_str()); }
+ break;
+ }
+ else
+ {
+ // Not a match; nullify the variable (it will get re-populated on the next pass through the loop)
+ if (verbose) { out.printerr("Bodypart \"%s\" does not match \"%s\".\n", targetBodyPart->part_code.c_str(), targetBodyPartCode.c_str()); }
+ targetBodyPart = NULL;
+ }
+ }
+
+ if (!targetBodyPart)
+ {
+ // Loop iteration is complete but no match was found.
+ out.printerr("The unit does not possess a bodypart of type \"%s\". Please check the spelling or choose a different unit.\n", targetBodyPartCode.c_str());
+ return CR_FAILURE;
+ }
+ }
+
+ // Search for item(s)
+ MapCache mc;
+
+ // iterate over all items, process those where pos == pos_cursor
+ int itemsEquipped = 0;
+ int itemsFound = 0;
+ int numItems = world->items.all.size(); // Normally, we iterate through EVERY ITEM in the world. This is expensive, but currently necessary.
+ if (selected) { numItems = 1; } // If the user wants to process only the selected item, then the loop is trivialized (only one pass is needed).
+ for(int i=0; i< numItems; i++)
+ {
+ df::item * currentItem;
+
+ // Search behaviour depends on whether the operation is driven by cursor location or UI selection
+ if (selected)
+ {
+ // The "search" is trivial - the selection must always cover either one or zero items
+ currentItem = Gui::getSelectedItem(out);
+ if (!currentItem) { return CR_FAILURE; }
+ }
+ else
+ {
+ // Lookup the current item in the world-space
+ currentItem = world->items.all[i];
+ // Test the item's position
+ DFCoord pos_item(currentItem->pos.x, currentItem->pos.y, currentItem->pos.z);
+ if (pos_item != pos_cursor)
+ {
+ // The item is in the wrong place; skip it
+ // Note: we do not emit any notification, even with the "verbose" switch, because the search space is enormous and we'd invariably flood the UI with useless text
+ continue;
+ }
+ // Bypass any forbidden items
+ else if (currentItem->flags.bits.forbid == 1)
+ {
+ // The item is forbidden; skip it
+ if (verbose) { out.printerr("Forbidden item encountered; skipping to next item.\n"); }
+ }
+
+ }
+
+ // Test the item; check whether we have any grounds to disqualify/reject it
+ if (currentItem->flags.bits.in_inventory == 1)
+ {
+ // The item is in a unit's inventory; skip it
+ if (verbose) { out.printerr("Inventory item encountered; skipping to next item.\n"); }
+ }
+ else
+ {
+ itemsFound ++; // Track the number of items found under the cursor (for feedback purposes)
+ if (Items::moveToInventory(mc, currentItem, targetUnit, targetBodyPart, ignore, multiEquipLimit, verbose))
+ {
+// // TODO TEMP EXPERIMENTAL - try to alter the item size in order to conform to its wearer
+// currentItem->getRace();
+// out.print("Critter size: %d| %d | Armor size: %d", world->raws.creatures.all[targetUnit->race]->caste[targetUnit->caste]->body_size_1, world->raws.creatures.all[targetUnit->race]->caste[targetUnit->caste]->body_size_2, currentItem->getTotalDimension());
+
+ itemsEquipped++; // Track the number of items successfully processed (for feedback purposes)
+ }
+ }
+ }
+
+ if (itemsFound == 0) {
+ out.printerr("No usable items found at the cursor position. Please choose a different location and try again.\n");
+ return CR_OK;
+ }
+
+
+ if (itemsEquipped == 0 && !verbose) { out.printerr("Some items were found but no equipment changes could be made. Use the /verbose switch to display the reasons for failure.\n"); }
+ if (itemsEquipped > 0) { out.print("%d items equipped.\n", itemsEquipped); }
+ // At this point, some changes may have been made (such as detaching items from their original position), regardless of whether any equipment changes succeeded.
+ // Therefore, we must update the map.
+ mc.WriteAll();
+
+ // Note: we might expect to recalculate the unit's weight at this point, in order to account for the
+ // added items. In fact, this recalculation occurs automatically during each dwarf's "turn".
+ // The slight delay in recalculation is probably not worth worrying about.
+
+ // Work complete; report success
+ return CR_OK;
+}