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build-now.lua
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build-now.lua
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-- instantly completes unsuspended building construction jobs
local argparse = require('argparse')
local gui = require('gui')
local suspendmanager = require('plugins.suspendmanager')
local utils = require('utils')
local ok, buildingplan = pcall(require, 'plugins.buildingplan')
if not ok then
buildingplan = nil
end
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},
{'z', 'zlevel', handler=function() opts.zlevel = 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
if opts.zlevel then
opts.start.z = df.global.window_z
opts['end'].z = df.global.window_z
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.elements) 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 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 pending 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 tiles
if not shape_attrs.walkable 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(dfhack.units.getCitizens(true)) do
return unit.pos
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
-- 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
-- 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
-- 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.built = true
design.hitpoints = 80640
design.max_hitpoints = 80640
end
bld:setBuildStage(bld:getMaxBuildStage())
dfhack.buildings.completeBuild(bld)
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
-- ensure buildingplan is up to date so we don't skip buildings just because
-- buildingplan hasn't scanned them yet
if buildingplan then
buildingplan.doCycle()
end
if suspendmanager.isEnabled() then
dfhack.run_command('unsuspend')
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)
local bld_type = bld:getType()
if #items == 0 and bld_type ~= df.building_type.RoadDirt
and bld_type ~= df.building_type.FarmPlot then
print(('skipping building with no items attached at'..
' (%d, %d, %d)'):format(bld.centerx, bld.centery, bld.z))
goto continue
end
-- 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 attach items to building.
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
build_building(bld)
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