forked from DFHack/scripts
-
Notifications
You must be signed in to change notification settings - Fork 0
/
build-now.lua
555 lines (498 loc) · 20.2 KB
/
build-now.lua
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
-- instantly completes unsuspended building construction jobs
--[====[
build-now
=========
Instantly completes unsuspended building construction jobs. By default, all
buildings on the map are completed, but the area of effect is configurable.
Note that no units will get architecture experience for any buildings that
require that skill to construct.
Usage::
build-now [<pos> [<pos>]] [<options>]
Where the optional ``<pos>`` pair can be used to specify the coordinate bounds
within which ``build-now`` will operate. If they are not specified,
``build-now`` will scan the entire map. If only one ``<pos>`` is specified, only
the building at that coordinate is built.
The ``<pos>`` parameters can either be an ``<x>,<y>,<z>`` triple (e.g.
``35,12,150``) or the string ``here``, which means the position of the active
game cursor.
Examples:
``build-now``
Completes all unsuspended construction jobs on the map.
``build-now here``
Builds the unsuspended, unconstructed building under the cursor.
Options:
:``-h``, ``--help``:
Show help text.
:``-q``, ``--quiet``:
Suppress informational output (error messages are still printed).
]====]
local argparse = require('argparse')
local dig_now = require('plugins.dig-now')
local gui = require('gui')
local utils = require('utils')
local function min_to_max(...)
local args = {...}
table.sort(args, function(a, b) return a < b end)
return table.unpack(args)
end
local function parse_commandline(args)
local opts = {}
local positionals = argparse.processArgsGetopt(args, {
{'h', 'help', handler=function() opts.help = true end},
{'q', 'quiet', handler=function() opts.quiet = true end},
})
if positionals[1] == 'help' then opts.help = true end
if opts.help then return opts end
if #positionals >= 1 then
opts.start = argparse.coords(positionals[1])
if #positionals >= 2 then
opts['end'] = argparse.coords(positionals[2])
opts.start.x, opts['end'].x = min_to_max(opts.start.x,opts['end'].x)
opts.start.y, opts['end'].y = min_to_max(opts.start.y,opts['end'].y)
opts.start.z, opts['end'].z = min_to_max(opts.start.z,opts['end'].z)
else
opts['end'] = opts.start
end
else
-- default to covering entire map
opts.start = xyz2pos(0, 0, 0)
local x, y, z = dfhack.maps.getTileSize()
opts['end'] = xyz2pos(x-1, y-1, z-1)
end
return opts
end
-- gets list of jobs that meet all of the following criteria:
-- is a building construction job
-- has all job_items attached
-- is not suspended
-- target building is within the processing area
local function get_jobs(opts)
local num_suspended, num_incomplete, num_clipped, jobs = 0, 0, 0, {}
for _,job in utils.listpairs(df.global.world.jobs.list) do
if job.job_type ~= df.job_type.ConstructBuilding then goto continue end
if job.flags.suspend then
num_suspended = num_suspended + 1
goto continue
end
-- job_items are not items, they're filters that describe the kinds of
-- items that need to be attached.
for _,job_item in ipairs(job.job_items) do
-- we have to check for quantity != 0 instead of just the existence
-- of the job_item since buildingplan leaves 0-quantity job_items in
-- place to protect against persistence errors.
if job_item.quantity > 0 then
num_incomplete = num_incomplete + 1
goto continue
end
end
local bld = dfhack.job.getHolder(job)
if not bld then
dfhack.printerr(
'skipping construction job without attached building')
goto continue
end
-- accept building if if any part is within the processing area
if bld.z < opts.start.z or bld.z > opts['end'].z
or bld.x2 < opts.start.x or bld.x1 > opts['end'].x
or bld.y2 < opts.start.y or bld.y1 > opts['end'].y then
num_clipped = num_clipped + 1
goto continue
end
table.insert(jobs, job)
::continue::
end
if not opts.quiet then
if num_suspended > 0 then
print(('Skipped %d suspended building%s')
:format(num_suspended, num_suspended ~= 1 and 's' or ''))
end
if num_incomplete > 0 then
print(('Skipped %d building%s with missing items')
:format(num_incomplete, num_incomplete ~= 1 and 's' or ''))
end
if num_clipped > 0 then
print(('Skipped %d building%s out of processing range')
:format(num_clipped, num_clipped ~= 1 and 's' or ''))
end
end
return jobs
end
-- returns a list of map blocks that contain items that are in the footprint
local function get_map_blocks_with_items_in_footprint(bld)
local blockset = {}
for x = bld.x1,bld.x2 do
for y = bld.y1,bld.y2 do
local block = dfhack.maps.ensureTileBlock(x, y, bld.z)
if block.occupancy[x%16][y%16].item ~= 0 then
blockset[block] = true
end
end
end
local blocks = {}
for block in pairs(blockset) do table.insert(blocks, block) end
return blocks
end
local function transform(tab, transform_fn)
local ret = {}
for k,v in pairs(tab) do
ret[k] = transform_fn(v)
end
return ret
end
local function get_item_id(item)
return item.id
end
local function get_items_within_footprint(blocks, bld, ignore_items)
-- can't compare userdata items directly, so we'll compare ids
local ignore_set = utils.invert(transform(ignore_items, get_item_id))
local items = {}
for _,block in ipairs(blocks) do
for _,itemid in ipairs(block.items) do
local item = df.item.find(itemid)
local pos = item.pos
if item.flags.on_ground and gui.is_in_rect(bld, pos.x, pos.y) then
if item.flags.in_job then
-- if the job that the item is associated with is the one
-- for building this building, then that's ok. it will be
-- moved directly into the building later.
if not ignore_set[item.id] then
return false
end
else
table.insert(items, item)
end
end
end
end
return true, items
end
-- returns whether this is a match and whether we should continue searching
-- beyond this tile
local function is_good_dump_pos(pos)
local tt = dfhack.maps.getTileType(pos)
-- reject bad coordinates (or map blocks that haven't been loaded)
if not tt then return false, false end
local flags, occupancy = dfhack.maps.getTileFlags(pos)
local attrs = df.tiletype.attrs[tt]
local shape_attrs = df.tiletype_shape.attrs[attrs.shape]
-- reject hidden tiles
if flags.hidden then return false, false end
-- reject unwalkable or open tiles
if not shape_attrs.walkable then return false, false end
if shape_attrs.basic_shape == df.tiletype_shape_basic.Open then
return false, false
end
-- reject footprints within other buildings. this could potentially be
-- relaxed a bit since we can technically dump items on passable tiles
-- within other buildings, but that would look messy.
if occupancy.building ~= df.tile_building_occ.None then
return false, true
end
-- success!
return true
end
-- noop if pos is in the seen map. otherwise marks pos in the seen map and
-- enqueues pos in queue
local function enqueue_if_unseen(seen, queue, pos)
if seen[pos.x] and seen[pos.x][pos.y] then return end
seen[pos.x] = seen[pos.x] or {}
seen[pos.x][pos.y] = true
table.insert(queue, pos)
end
local function check_and_flood(seen, queue, pos)
local is_match, should_flood = is_good_dump_pos(pos)
if is_match then return pos end
if not should_flood then return end
local x, y, z = pos.x, pos.y, pos.z
enqueue_if_unseen(seen, queue, xyz2pos(x-1, y-1, z))
enqueue_if_unseen(seen, queue, xyz2pos(x, y-1, z))
enqueue_if_unseen(seen, queue, xyz2pos(x+1, y-1, z))
enqueue_if_unseen(seen, queue, xyz2pos(x-1, y, z))
enqueue_if_unseen(seen, queue, xyz2pos(x+1, y, z))
enqueue_if_unseen(seen, queue, xyz2pos(x-1, y+1, z))
enqueue_if_unseen(seen, queue, xyz2pos(x, y+1, z))
enqueue_if_unseen(seen, queue, xyz2pos(x+1, y+1, z))
end
-- does a flood search to find the nearest tile where we can freely dump items
local function search_dump_pos(bld)
local seen = {[bld.centerx]={[bld.centery]=true}}
local queue, i = {xyz2pos(bld.centerx, bld.centery, bld.z)}, 1
while queue[i] do
local good_pos = check_and_flood(seen, queue, queue[i])
if good_pos then return good_pos end
queue[i] = nil
i = i + 1
end
end
-- uses the flood search algorithm to find a free tile. if that fails, returns
-- the position of the first fort citizen. if that fails, returns the position
-- of the first active unit.
local function get_dump_pos(bld)
local dump_pos = search_dump_pos(bld)
if dump_pos then
return dump_pos
end
for _,unit in ipairs(df.global.world.units.active) do
if dfhack.units.isCitizen(unit) then
return unit.pos
end
end
-- fall back to position of first active unit
return df.global.world.units.active[0].pos
end
-- move items away from the construction site
local function clear_footprint(bld, ignore_items)
-- check building tiles for items. if none exist, exit early with success
local blocks = get_map_blocks_with_items_in_footprint(bld)
if #blocks == 0 then return true end
local ok, items = get_items_within_footprint(blocks, bld, ignore_items)
if not ok then return false end
local dump_pos = get_dump_pos(bld)
for _,item in ipairs(items) do
if not dfhack.items.moveToGround(item, dump_pos) then return false end
end
return true
end
local function get_items(job)
local items = {}
for _,item_ref in ipairs(job.items) do
table.insert(items, item_ref.item)
end
return items
end
-- disconnect item from the workshop that it is cluttering, if any
local function disconnect_clutter(item)
local bld = dfhack.items.getHolderBuilding(item)
if not bld then return true end
-- remove from contained items list, fail if not found
local found = false
for i,contained_item in ipairs(bld.contained_items) do
if contained_item.item == item then
bld.contained_items:erase(i)
found = true
break
end
end
if not found then
dfhack.printerr('failed to find clutter item in expected building')
return false
end
-- remove building ref from item and move item into containing map block
-- we do this manually instead of calling dfhack.items.moveToGround()
-- because that function will cowardly refuse to work with items with
-- BUILDING_HOLDER references (because it could crash the game). However,
-- we know that this particular setup is safe to work with.
for i,ref in ipairs(item.general_refs) do
if ref:getType() == df.general_ref_type.BUILDING_HOLDER then
item.general_refs:erase(i)
-- this call can return failure, but it always succeeds in setting
-- the required item flags and adding the item to the map block,
-- which is all we care about here. dfhack.items.moveToBuilding()
-- will fix things up later.
item:moveToGround(item.pos.x, item.pos.y, item.pos.z)
return true
end
end
return false
end
-- teleport any items that are not already part of the building to the building
-- center and mark them as part of the building. this handles both partially-
-- built buildings and items that are being carried to the building correctly.
local function attach_items(bld, items)
for _,item in ipairs(items) do
-- skip items that have already been brought to the building
if item.flags.in_building then goto continue end
-- ensure we have no more holder building references so moveToBuilding
-- can succeed
if not disconnect_clutter(item) then return false end
-- 2 means "make part of bld" (which causes constructions to crash on
-- deconstruct)
local use = bld:getType() == df.building_type.Construction and 0 or 2
if not dfhack.items.moveToBuilding(item, bld, use) then return false end
::continue::
end
return true
end
-- from observation of vectors sorted by the DF, pos sorting seems to be by x,
-- then by y, then by z
local function pos_cmp(a, b)
local xcmp = utils.compare(a.x, b.x)
if xcmp ~= 0 then return xcmp end
local ycmp = utils.compare(a.y, b.y)
if ycmp ~= 0 then return ycmp end
return utils.compare(a.z, b.z)
end
local function create_and_link_construction(pos, item, top_of_wall)
local construction = df.construction:new()
utils.assign(construction.pos, pos)
construction.item_type = item:getType()
construction.item_subtype = item:getSubtype()
construction.mat_type = item:getMaterial()
construction.mat_index = item:getMaterialIndex()
construction.flags.top_of_wall = top_of_wall
construction.flags.no_build_item = not top_of_wall
construction.original_tile = dfhack.maps.getTileType(pos)
utils.insert_sorted(df.global.world.constructions, construction,
'pos', pos_cmp)
end
-- maps construction_type to the resulting tiletype
local const_to_tile = {
[df.construction_type.Fortification] = df.tiletype.ConstructedFortification,
[df.construction_type.Wall] = df.tiletype.ConstructedPillar,
[df.construction_type.Floor] = df.tiletype.ConstructedFloor,
[df.construction_type.UpStair] = df.tiletype.ConstructedStairU,
[df.construction_type.DownStair] = df.tiletype.ConstructedStairD,
[df.construction_type.UpDownStair] = df.tiletype.ConstructedStairUD,
[df.construction_type.Ramp] = df.tiletype.ConstructedRamp,
}
-- fill in all the track mappings, which have nice consistent naming conventions
for i,v in ipairs(df.construction_type) do
if type(v) ~= 'string' then goto continue end
local _, _, base, dir = v:find('^(TrackR?a?m?p?)([NSEW]+)')
if base == 'Track' then
const_to_tile[i] = df.tiletype['ConstructedFloorTrack'..dir]
elseif base == 'TrackRamp' then
const_to_tile[i] = df.tiletype['ConstructedRampTrack'..dir]
end
::continue::
end
local function set_tiletype(pos, tt)
local block = dfhack.maps.ensureTileBlock(pos)
block.tiletype[pos.x%16][pos.y%16] = tt
if tt == df.tiletype.ConstructedPillar then
block.designation[pos.x%16][pos.y%16].outside = 0
end
-- all tiles below this one are now "inside"
for z = pos.z-1,0,-1 do
block = dfhack.maps.ensureTileBlock(pos.x, pos.y, z)
if not block or block.designation[pos.x%16][pos.y%16].outside == 0 then
return
end
block.designation[pos.x%16][pos.y%16].outside = 0
end
end
local function adjust_tile_above(pos_above, item, construction_type)
if not dfhack.maps.ensureTileBlock(pos_above) then return end
local tt_above = dfhack.maps.getTileType(pos_above)
local shape_above = df.tiletype.attrs[tt_above].shape
if shape_above ~= df.tiletype_shape.EMPTY
and shape_above == df.tiletype_shape.RAMP_TOP then
return
end
if construction_type == df.construction_type.Wall then
create_and_link_construction(pos_above, item, true)
set_tiletype(pos_above, df.tiletype.ConstructedFloor)
elseif df.construction_type[construction_type]:find('Ramp') then
set_tiletype(pos_above, df.tiletype.RampTop)
end
end
-- add new construction to the world list and manage tiletype conversion
local function build_construction(bld)
-- remember required metadata and get rid of building used for designation
local item = bld.contained_items[0].item
local pos = copyall(item.pos)
local construction_type = bld.type
dfhack.buildings.deconstruct(bld)
-- add entries to df.global.world.constructions and adjust tiletypes for
-- the construction itself
create_and_link_construction(pos, item, false)
set_tiletype(pos, const_to_tile[construction_type])
if construction_type == df.construction_type.Wall then
dig_now.link_adjacent_smooth_walls(pos)
end
-- for walls and ramps with empty space above, adjust the tile above
if construction_type == df.construction_type.Wall
or df.construction_type[construction_type]:find('Ramp') then
adjust_tile_above(xyz2pos(pos.x, pos.y, pos.z+1), item,
construction_type)
end
-- a duplicate item will get created on deconstruction due to the
-- no_build_item flag set in create_and_link_construction; destroy this item
dfhack.items.remove(item)
end
-- complete architecture, if required, and perform the adjustments the game
-- normally does when a building is built. this logic is reverse engineered from
-- observing game behavior and may be incomplete.
local function build_building(bld)
if bld:needsDesign() then
-- unlike "natural" builds, we don't set the architect or builder unit
-- id. however, this doesn't seem to have any in-game effect.
local design = bld.design
design.flags.designed = true
design.flags.built = true
design.hitpoints = 80640
design.max_hitpoints = 80640
end
bld:setBuildStage(bld:getMaxBuildStage())
bld.flags.exists = true
-- update occupancy flags
for x = bld.x1,bld.x2 do
for y = bld.y1,bld.y2 do
bld:updateOccupancy(x, y)
end
end
-- doors link to adjacent smooth walls
if bld:getType() == df.building_type.Door then
dig_now.link_adjacent_smooth_walls(bld.centerx, bld.centery, bld.z)
end
end
local function throw(bld, msg)
msg = msg .. ('; please remove and recreate the %s at (%d, %d, %d)')
:format(df.building_type[bld:getType()],
bld.centerx, bld.centery, bld.z)
qerror(msg)
end
-- main script
local opts = parse_commandline({...})
if opts.help then print(dfhack.script_help()) return end
local num_jobs = 0
for _,job in ipairs(get_jobs(opts)) do
local bld = dfhack.job.getHolder(job)
-- retrieve the items attached to the job before we destroy the references
local items = get_items(job)
-- skip jobs whose attached items are already owned by the target building
-- but are not already part of the building. They are actively being used to
-- construct the building and we can't safely change the building's state.
for _,item in ipairs(items) do
if not item.flags.in_building and
bld == dfhack.items.getHolderBuilding(item) then
if not opts.quiet then
print(
('skipping building that is actively being constructed at'..
' (%d, %d, %d)'):format(bld.centerx, bld.centery, bld.z))
end
goto continue
end
end
-- clear non-job items from the planned building footprint
if not clear_footprint(bld, items) then
dfhack.printerr(
('cannot move items blocking building site at (%d, %d, %d)')
:format(bld.centerx, bld.centery, bld.z))
goto continue
end
-- remove job data and clean up ref links. we do this first because
-- dfhack.items.moveToBuilding() refuses to work with items that already
-- hold references to buildings.
if not dfhack.job.removeJob(job) then
throw(bld, 'failed to remove job; job state may be inconsistent')
end
if not attach_items(bld, items) then
throw(bld,
'failed to attach items to building; state may be inconsistent')
end
if bld:getType() == df.building_type.Construction then
build_construction(bld)
else
build_building(bld)
end
num_jobs = num_jobs + 1
::continue::
end
if num_jobs > 0 then
df.global.world.reindex_pathfinding = true
end
if not opts.quiet then
print(('Completed %d construction job%s')
:format(num_jobs, num_jobs ~= 1 and 's' or ''))
end