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idle-crafting.lua
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idle-crafting.lua
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--@module = true
--@enable = true
local overlay = require('plugins.overlay')
local widgets = require('gui.widgets')
local repeatutil = require("repeat-util")
local orders = require('plugins.orders')
---iterate over input materials of workshop with stockpile links
---@param workshop df.building_workshopst
---@param action fun(item:df.item):any
local function for_inputs(workshop, action)
if #workshop.profile.links.take_from_pile == 0 then
dfhack.error('workshop has no links')
else
for _, stockpile in ipairs(workshop.profile.links.take_from_pile) do
for _, item in ipairs(dfhack.buildings.getStockpileContents(stockpile)) do
if item:isAssignedToThisStockpile(stockpile.id) then
for _, contained_item in ipairs(dfhack.items.getContainedItems(item)) do
action(contained_item)
end
else
action(item)
end
end
end
for _, contained_item in ipairs(workshop.contained_items) do
if contained_item.use_mode == df.building_item_role_type.TEMP then
action(contained_item.item)
end
end
end
end
---choose random value based on positive integer weights
---@generic T
---@param choices table<T,integer>
---@return T
function weightedChoice(choices)
local sum = 0
for _, weight in pairs(choices) do
sum = sum + weight
end
if sum <= 0 then
return nil
end
local random = math.random(sum)
for choice, weight in pairs(choices) do
if random > weight then
random = random - weight
else
return choice
end
end
return nil --never reached on well-formed input
end
---create a new linked job
---@return df.job
function make_job()
local job = df.job:new()
dfhack.job.linkIntoWorld(job, true)
return job
end
function assignToWorkshop(job, workshop)
job.pos = xyz2pos(workshop.centerx, workshop.centery, workshop.z)
dfhack.job.addGeneralRef(job, df.general_ref_type.BUILDING_HOLDER, workshop.id)
workshop.jobs:insert("#", job)
end
---make totem at specified workshop
---@param unit df.unit
---@param workshop df.building_workshopst
---@return boolean
function makeTotem(unit, workshop)
local job = make_job()
job.job_type = df.job_type.MakeTotem
job.mat_type = -1
local jitem = df.job_item:new()
jitem.item_type = df.item_type.NONE --the game seems to leave this uninitialized
jitem.mat_type = -1
jitem.mat_index = -1
jitem.quantity = 1
jitem.vector_id = df.job_item_vector_id.ANY_REFUSE
jitem.flags1.unrotten = true
jitem.flags2.totemable = true
jitem.flags2.body_part = true
job.job_items.elements:insert('#', jitem)
assignToWorkshop(job, workshop)
return dfhack.job.addWorker(job, unit)
end
---make totem at specified workshop
---@param unit df.unit
---@param workshop df.building_workshopst
---@return boolean
function makeHornCrafts(unit, workshop)
local job = make_job()
job.job_type = df.job_type.MakeCrafts
job.mat_type = -1
job.material_category.horn = true
local jitem = df.job_item:new()
jitem.item_type = df.item_type.NONE --the game seems to leave this uninitialized
jitem.mat_type = -1
jitem.mat_index = -1
jitem.quantity = 1
jitem.vector_id = df.job_item_vector_id.ANY_REFUSE
jitem.flags1.unrotten = true
jitem.flags2.horn = true
jitem.flags2.body_part = true
job.job_items.elements:insert('#', jitem)
assignToWorkshop(job, workshop)
return dfhack.job.addWorker(job, unit)
end
---make bone crafts at specified workshop
---@param unit df.unit
---@param workshop df.building_workshopst
---@return boolean
function makeBoneCraft(unit, workshop)
local job = make_job()
job.job_type = df.job_type.MakeCrafts
job.mat_type = -1
job.material_category.bone = true
local jitem = df.job_item:new()
jitem.item_type = df.item_type.NONE
jitem.mat_type = -1
jitem.mat_index = -1
jitem.quantity = 1
jitem.vector_id = df.job_item_vector_id.ANY_REFUSE
jitem.flags1.unrotten = true
jitem.flags2.bone = true
jitem.flags2.body_part = true
job.job_items.elements:insert('#', jitem)
assignToWorkshop(job, workshop)
return dfhack.job.addWorker(job, unit)
end
---make shell crafts at specified workshop
---@param unit df.unit
---@param workshop df.building_workshopst
---@return boolean
function makeShellCraft(unit, workshop)
local job = make_job()
job.job_type = df.job_type.MakeCrafts
job.mat_type = -1
job.material_category.shell = true
local jitem = df.job_item:new()
jitem.item_type = df.item_type.NONE
jitem.mat_type = -1
jitem.mat_index = -1
jitem.quantity = 1
jitem.vector_id = df.job_item_vector_id.ANY_REFUSE
jitem.flags1.unrotten = true
jitem.flags2.shell = true
jitem.flags2.body_part = true
job.job_items.elements:insert('#', jitem)
assignToWorkshop(job, workshop)
return dfhack.job.addWorker(job, unit)
end
---make rock crafts at specified workshop
---@param unit df.unit
---@param workshop df.building_workshopst
---@return boolean ""
function makeRockCraft(unit, workshop)
local job = make_job()
job.job_type = df.job_type.MakeCrafts
job.mat_type = 0
local jitem = df.job_item:new()
jitem.item_type = df.item_type.BOULDER
jitem.mat_type = 0
jitem.mat_index = -1
jitem.quantity = 1
jitem.vector_id = df.job_item_vector_id.BOULDER
jitem.flags2.non_economic = true
jitem.flags3.hard = true
job.job_items.elements:insert('#', jitem)
assignToWorkshop(job, workshop)
return dfhack.job.addWorker(job, unit)
end
---categorize and count crafting materials (for Craftsdwarf's workshop)
---@param tab table<string,integer>
---@param item df.item
local function categorize_craft(tab,item)
if df.item_corpsepiecest:is_instance(item) then
if item.corpse_flags.bone then
tab['bone'] = (tab['bone'] or 0) + item.material_amount.Bone
elseif item.corpse_flags.skull then
tab['skull'] = (tab['skull'] or 0) + 1
elseif item.corpse_flags.horn then
tab['horn'] = (tab['horn'] or 0) + item.material_amount.Horn
elseif item.corpse_flags.shell then
tab['shell'] = (tab['shell'] or 0) + 1
end
elseif df.item_boulderst:is_instance(item) then
tab['boulder'] = (tab['boulder'] or 0) + 1
end
end
-- script logic
local GLOBAL_KEY = 'idle-crafting'
enabled = enabled or false
function isEnabled()
return enabled
end
---IDs of workshops where idle crafting is permitted
---@type table<integer,integer>
allowed = allowed or {}
---IDs of workshops that have encountered failures (e.g. missing materials)
---@type table<integer,boolean>
failing = failing or {}
---IDs of watched units in need of crafting items
---@type table<integer,boolean>[]
watched = watched or {}
---priority thresholds for crafting needs
---@type integer[]
thresholds = thresholds or { 10000, 1000, 500 }
local function persist_state()
dfhack.persistent.saveSiteData(GLOBAL_KEY, {
enabled = enabled,
allowed = allowed,
thresholds = thresholds
})
end
--- Load the saved state of the script
local function load_state()
-- load persistent data
local persisted_data = dfhack.persistent.getSiteData(GLOBAL_KEY, {})
enabled = persisted_data.enabled or false
allowed = persisted_data.allowed or {}
thresholds = persisted_data.thresholds or { 10000, 1000, 500 }
end
--frequently accessed values
local CraftObject = df.need_type['CraftObject']
local BONE_CARVE = df.unit_labor['BONE_CARVE']
local STONE_CRAFT = df.unit_labor['STONE_CRAFT']
---negative crafting focus penalty
---@param unit df.unit
---@return number
function getCraftingNeed(unit)
local needs = unit.status.current_soul.personality.needs
for _, need in ipairs(needs) do
if need.id == CraftObject then
return -need.focus_level
end
end
return 0
end
local function stop()
enabled = false
repeatutil.cancel(GLOBAL_KEY .. 'main')
repeatutil.cancel(GLOBAL_KEY .. 'unit')
end
local function checkForWorkshop()
if not next(allowed) then
-- print('no available workshops, disabling')
stop()
end
end
---retrieve workshop by id
---@param id integer
---@return df.building_workshopst|nil
local function locateWorkshop(id)
local workshop = df.building.find(id)
if df.building_workshopst:is_instance(workshop) and workshop.type == df.workshop_type.Craftsdwarfs then
return workshop
else
return nil
end
end
---checks that unit can path to workshop
---@param unit df.unit
---@param workshop df.building_workshopst
---@return boolean
function canAccessWorkshop(unit, workshop)
local workshop_position = xyz2pos(workshop.centerx, workshop.centery, workshop.z)
return dfhack.maps.canWalkBetween(unit.pos, workshop_position)
end
---unit is ready to take jobs
---@param unit df.unit
---@return boolean
function unitIsAvailable(unit)
if unit.job.current_job then
return false
elseif #unit.social_activities > 0 then
return false
elseif #unit.individual_drills > 0 then
return false
elseif unit.military.squad_id ~= -1 then
local squad = df.squad.find(unit.military.squad_id)
-- this lookup should never fail
---@diagnostic disable-next-line: need-check-nil
return #squad.orders == 0 and squad.activity == -1
end
return true
end
---select crafting job based on available resources
---@param workshop df.building_workshopst
---@return (fun(unit:df.unit, workshop:df.building_workshopst):boolean)?
function select_crafting_job(workshop)
local tab = {}
for_inputs(workshop, curry(categorize_craft,tab))
local blocked_labors = workshop.profile.blocked_labors
if blocked_labors[STONE_CRAFT] then
tab['boulder'] = nil
end
if blocked_labors[BONE_CARVE] then
tab['bone'] = nil
tab['skull'] = nil
tab['horn'] = nil
tab['shell'] = nil
end
local material = weightedChoice(tab)
if material == 'bone' then return makeBoneCraft
elseif material == 'skull' then return makeTotem
elseif material == 'horn' then return makeHornCrafts
elseif material == 'shell' then return makeShellCraft
elseif material == 'boulder' then return makeRockCraft
else
return nil
end
end
---check if unit is ready and try to create a crafting job for it
---@param workshop df.building_workshopst
---@param idx integer "index of the unit's group"
---@param unit_id integer
---@return boolean "proceed to next workshop"
local function processUnit(workshop, idx, unit_id)
local unit = df.unit.find(unit_id)
-- check that unit is still there and not caged or chained
if not unit or unit.flags1.caged or unit.flags1.chained then
watched[idx][unit_id] = nil
return false
elseif not canAccessWorkshop(unit, workshop) then
-- dfhack.print('-')
return false
elseif not unitIsAvailable(unit) then
-- dfhack.print('.')
return false
end
-- We have an available unit
local success = false
if #workshop.profile.links.take_from_pile == 0 then
-- can we do something smarter here?
if workshop.profile.blocked_labors[STONE_CRAFT] == false then
success = makeRockCraft(unit, workshop)
end
if not success and workshop.profile.blocked_labors[BONE_CARVE] == false then
success = makeBoneCraft(unit, workshop)
end
if not success then
dfhack.printerr('idle-crafting: profile allows neither bone carving nor stonecrafting')
end
else
local craftItem = select_crafting_job(workshop)
if craftItem then
success = craftItem(unit, workshop)
else
print('idle-crafting: workshop has no usable materials in linked stockpiles')
failing[workshop.id] = true
end
end
if success then
-- Why is the encoding still wrong, even when using df2console?
print('idle-crafting: assigned crafting job to ' .. dfhack.df2console(dfhack.units.getReadableName(unit)))
watched[idx][unit_id] = nil
allowed[workshop.id] = df.global.world.frame_counter
end
return true
end
---@param workshop df.building_workshopst
---@return boolean
local function invalidProfile(workshop)
local profile = workshop.profile
return (#profile.permitted_workers > 0) or
(profile.blocked_labors[BONE_CARVE] and profile.blocked_labors[STONE_CRAFT])
end
-- try to catch units that currently don't have a job and send them to satisfy
-- their crafting needs.
local function unit_loop()
local current_frame = df.global.world.frame_counter
for workshop_id, last_job_frame in pairs(allowed) do
-- skip workshops where jobs appear to have been cancelled (e.g. to missing materials)
if failing[workshop_id] then
goto next_workshop
end
local workshop = locateWorkshop(workshop_id)
-- workshop may have been destroyed, assigned a master, or does not allow crafting
if not workshop or invalidProfile(workshop) then
-- print('workshop destroyed or has invalid profile')
allowed[workshop_id] = nil --clearing during iteration is permitted
goto next_workshop
end
-- only consider workshop if not currently in use
if #workshop.jobs > 0 then
goto next_workshop
end
-- check that we didn't schedule a job on the last iteration
if (last_job_frame >= 0) and (current_frame < last_job_frame + 60) then
-- print(('idle-crafting: disabling failing workshop (%d) until the next run of main loop'):
-- format(workshop_id))
failing[workshop_id] = true
goto next_workshop
end
-- dfhack.print(('idle-crafting: locating crafter for %s (%d)'):
-- format(dfhack.buildings.getName(workshop), workshop_id))
-- workshop is free to use, try to find a unit
for idx, _ in ipairs(thresholds) do
for unit_id, _ in pairs(watched[idx]) do
if processUnit(workshop, idx, unit_id) then
goto next_workshop
end
end
-- dfhack.print('/')
end
-- print('no unit found')
::next_workshop::
end
-- disable loop if there are no more units
if not next(watched) then
repeatutil.cancel(GLOBAL_KEY .. 'unit')
end
-- disable tool if there are no more workshops
checkForWorkshop()
persist_state()
end
local function main_loop()
-- print('idle crafting: running main loop')
checkForWorkshop()
if not enabled then
return
end
-- put failing workshops back into the loop
failing = {}
for workshop_id, _ in pairs(allowed) do
allowed[workshop_id] = -1
end
local num_watched = {}
local watching = false
---@type table<integer,boolean>[]
watched = {}
for idx, _ in ipairs(thresholds) do
watched[idx] = {}
num_watched[idx] = 0
end
for _, unit in ipairs(dfhack.units.getCitizens(true, false)) do
for idx, threshold in ipairs(thresholds) do
if getCraftingNeed(unit) > threshold then
watched[idx][unit.id] = true
num_watched[idx] = num_watched[idx] + 1
watching = true
goto continue
end
end
::continue::
end
-- print(('watching %s dwarfs with crafting needs'):format(
-- table.concat(num_watched, '/')
-- ))
if watching then
repeatutil.scheduleUnlessAlreadyScheduled(GLOBAL_KEY .. 'unit', 53, 'ticks', unit_loop)
end
end
---enable main loop
---@param enable boolean|nil
local function start(enable)
enabled = enable or enabled
if enabled then
repeatutil.scheduleUnlessAlreadyScheduled(GLOBAL_KEY .. 'main', 8419, 'ticks', main_loop)
end
end
--- Handles automatic loading
dfhack.onStateChange[GLOBAL_KEY] = function(sc)
if sc == SC_MAP_UNLOADED then
enabled = false
return
end
if sc ~= SC_MAP_LOADED or df.global.gamemode ~= df.game_mode.DWARF then
return
end
load_state()
start()
end
--
-- Overlay to select workshops
--
IdleCraftingOverlay = defclass(IdleCraftingOverlay, overlay.OverlayWidget)
IdleCraftingOverlay.ATTRS {
desc = "Adds a toggle for recreational crafting to Craftdwarf's workshops.",
default_pos = { x = -39, y = 41 },
version = 2,
default_enabled = true,
viewscreens = {
'dwarfmode/ViewSheets/BUILDING/Workshop/Craftsdwarfs/Workers',
},
frame = { w = 58, h = 1 },
visible = orders.can_set_labors
}
function IdleCraftingOverlay:init()
self:addviews {
widgets.BannerPanel{
frame={l=0, w=54},
subviews={
widgets.CycleHotkeyLabel {
view_id = 'leisure_toggle',
frame = { t=0, l = 1, r = 1 },
label = 'Allow idle dwarves to satisfy crafting needs:',
key = 'CUSTOM_I',
options = {
{ label = 'yes', value = true, pen = COLOR_GREEN },
{ label = 'no', value = false },
},
initial_option = 'no',
on_change = self:callback('onClick'),
enabled = function()
local bld = dfhack.gui.getSelectedBuilding(true)
if not bld then return end
return not invalidProfile(bld)
end,
}
},
},
widgets.HelpButton{
frame={r=0},
command='idle-crafting',
},
}
end
function IdleCraftingOverlay:onClick(new, _)
local workshop = dfhack.gui.getSelectedBuilding(true)
allowed[workshop.id] = new and -1 or nil
if new and not enabled then
start(true)
end
if not next(allowed) then
stop()
end
persist_state()
end
function IdleCraftingOverlay:onRenderBody(painter)
local workshop = dfhack.gui.getSelectedBuilding(true)
if not workshop then
return
end
self.subviews.leisure_toggle:setOption(allowed[workshop.id] or false)
end
OVERLAY_WIDGETS = {
idlecrafting = IdleCraftingOverlay
}
--
-- commandline interface
--
if dfhack_flags.module then
return
end
if df.global.gamemode ~= df.game_mode.DWARF then
qerror('this tool requires a loaded fort')
end
if dfhack_flags.enable then
if dfhack_flags.enable_state then
qerror('This tool is enabled by permitting idle crafting at a Craftsdarf\'s workshop')
else
allowed = {}
stop()
persist_state()
return
end
end
local fulfillment_level =
{ 'unfettered', 'level-headed', 'untroubled', 'not distracted', 'unfocused', 'distracted', 'badly distracted' }
local fulfillment_threshold =
{ 300, 200, 100, -999, -9999, -99999, -500000 }
local argparse = require('argparse')
load_state()
local positionals = argparse.processArgsGetopt({ ... }, {})
if not positionals[1] or positionals[1] == 'status' then
---@type integer[]
stats = {}
for _, unit in ipairs(dfhack.units.getCitizens(true, false)) do
local fulfillment = -getCraftingNeed(unit)
for i = 1, 7 do
if fulfillment >= fulfillment_threshold[i] then
stats[i] = stats[i] and stats[i] + 1 or 1
goto continue
end
end
::continue::
end
print('Fulfillment levels for "craft item" needs')
for k, v in pairs(stats) do
print(('%4d %s'):format(v, fulfillment_level[k]))
end
local num_workshops = 0
for _, _ in pairs(allowed) do
num_workshops = num_workshops + 1
end
print(('Script is %s with %d workshops configured for idle crafting'):
format(enabled and 'enabled' or 'disabled', num_workshops))
print(('The thresholds for "craft item" needs are %s'):
format(table.concat(thresholds, ',')))
elseif positionals[1] == 'thresholds' then
thresholds = argparse.numberList(positionals[2], 'thresholds')
table.sort(thresholds, function (a, b) return a > b end)
print(('Thresholds for "craft item" needs set to %s'):
format(table.concat(thresholds, ',')))
elseif positionals[1] == 'disable' then
allowed = {}
stop()
end
persist_state()