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fastdwarf.cpp
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#include "Core.h"
#include "Console.h"
#include "DataDefs.h"
#include "Export.h"
#include "PluginManager.h"
#include "modules/Units.h"
#include "modules/Maps.h"
#include "df/map_block.h"
#include "df/unit.h"
#include "df/unit_action.h"
#include "df/unit_relationship_type.h"
#include "df/units_other_id.h"
#include "df/world.h"
using std::string;
using std::vector;
using namespace DFHack;
using namespace df::enums;
DFHACK_PLUGIN("fastdwarf");
DFHACK_PLUGIN_IS_ENABLED(active);
REQUIRE_GLOBAL(world);
using df::global::debug_turbospeed; // not required
static bool enable_fastdwarf = false;
static bool enable_teledwarf = false;
DFhackCExport command_result plugin_shutdown ( color_ostream &out )
{
if (debug_turbospeed)
*debug_turbospeed = false;
return CR_OK;
}
DFhackCExport command_result plugin_onupdate ( color_ostream &out )
{
// do we even need to do anything at all?
if (!enable_fastdwarf && !enable_teledwarf)
return CR_OK;
// make sure the world is actually loaded
if (!world || !world->map.block_index)
{
enable_fastdwarf = enable_teledwarf = false;
return CR_OK;
}
for (size_t i = 0; i < world->units.active.size(); i++)
{
df::unit *unit = world->units.active[i];
// citizens only
if (!Units::isCitizen(unit))
continue;
if (enable_teledwarf) do
{
// skip dwarves that are dragging creatures or being dragged
if ((unit->relationship_ids[df::unit_relationship_type::Draggee] != -1) ||
(unit->relationship_ids[df::unit_relationship_type::Dragger] != -1))
break;
// skip dwarves that are following other units
if (unit->following != 0)
break;
// skip unconscious units
if (unit->counters.unconscious > 0)
break;
// don't do anything if the dwarf isn't going anywhere
if (!unit->pos.isValid() || !unit->path.dest.isValid() || unit->pos == unit->path.dest) {
break;
}
// make sure source and dest map blocks are valid
auto old_occ = Maps::getTileOccupancy(unit->pos);
auto new_occ = Maps::getTileOccupancy(unit->path.dest);
if (!old_occ || !new_occ)
break;
// clear appropriate occupancy flags at old tile
if (unit->flags1.bits.on_ground)
// this is technically wrong, but the game will recompute this as needed
old_occ->bits.unit_grounded = 0;
else
old_occ->bits.unit = 0;
// if there's already somebody standing at the destination, then force the unit to lay down
if (new_occ->bits.unit)
unit->flags1.bits.on_ground = 1;
// set appropriate occupancy flags at new tile
if (unit->flags1.bits.on_ground)
new_occ->bits.unit_grounded = 1;
else
new_occ->bits.unit = 1;
// move unit to destination
unit->pos = unit->path.dest;
unit->path.path.clear();
//move unit's riders(including babies) to destination
if (unit->flags1.bits.ridden)
{
for (size_t j = 0; j < world->units.other[units_other_id::ANY_RIDER].size(); j++)
{
df::unit *rider = world->units.other[units_other_id::ANY_RIDER][j];
if (rider->relationship_ids[df::unit_relationship_type::RiderMount] == unit->id)
rider->pos = unit->pos;
}
}
} while (0);
if (enable_fastdwarf)
{
for (size_t i = 0; i < unit->actions.size(); i++)
{
df::unit_action *action = unit->actions[i];
switch (action->type)
{
case unit_action_type::None:
break;
case unit_action_type::Move:
action->data.move.timer = 1;
break;
case unit_action_type::Attack:
// Attacks are executed when timer1 reaches zero, which will be
// on the following tick.
if (action->data.attack.timer1 > 1)
action->data.attack.timer1 = 1;
// Attack actions are completed, and new ones generated, when
// timer2 reaches zero.
if (action->data.attack.timer2 > 1)
action->data.attack.timer2 = 1;
break;
case unit_action_type::HoldTerrain:
action->data.holdterrain.timer = 1;
break;
case unit_action_type::Climb:
action->data.climb.timer = 1;
break;
case unit_action_type::Job:
action->data.job.timer = 1;
// could also patch the unit->job.current_job->completion_timer
break;
case unit_action_type::Talk:
action->data.talk.timer = 1;
break;
case unit_action_type::Unsteady:
action->data.unsteady.timer = 1;
break;
case unit_action_type::Dodge:
action->data.dodge.timer = 1;
break;
case unit_action_type::Recover:
action->data.recover.timer = 1;
break;
case unit_action_type::StandUp:
action->data.standup.timer = 1;
break;
case unit_action_type::LieDown:
action->data.liedown.timer = 1;
break;
case unit_action_type::Job2:
action->data.job2.timer = 1;
// could also patch the unit->job.current_job->completion_timer
break;
case unit_action_type::PushObject:
action->data.pushobject.timer = 1;
break;
case unit_action_type::SuckBlood:
action->data.suckblood.timer = 1;
break;
case unit_action_type::Jump:
case unit_action_type::ReleaseTerrain:
case unit_action_type::Parry:
case unit_action_type::Block:
case unit_action_type::HoldItem:
case unit_action_type::ReleaseItem:
break;
}
}
}
}
return CR_OK;
}
static command_result fastdwarf (color_ostream &out, vector <string> & parameters)
{
if (parameters.size() > 2)
return CR_WRONG_USAGE;
if ((parameters.size() == 1) || (parameters.size() == 2))
{
if (parameters.size() == 2)
{
if (parameters[1] == "0")
enable_teledwarf = false;
else if (parameters[1] == "1")
enable_teledwarf = true;
else
return CR_WRONG_USAGE;
}
else
enable_teledwarf = false;
if (parameters[0] == "0")
{
enable_fastdwarf = false;
if (debug_turbospeed)
*debug_turbospeed = false;
}
else if (parameters[0] == "1")
{
enable_fastdwarf = true;
if (debug_turbospeed)
*debug_turbospeed = false;
}
else if (parameters[0] == "2")
{
if (debug_turbospeed)
{
enable_fastdwarf = false;
*debug_turbospeed = true;
}
else
{
out.print("Speed level 2 not available.\n");
return CR_FAILURE;
}
}
else
return CR_WRONG_USAGE;
}
active = enable_fastdwarf || enable_teledwarf;
out.print("Current state: fast = %d, teleport = %d.\n",
(debug_turbospeed && *debug_turbospeed) ? 2 : (enable_fastdwarf ? 1 : 0),
enable_teledwarf ? 1 : 0);
return CR_OK;
}
DFhackCExport command_result plugin_enable ( color_ostream &out, bool enable )
{
if (active != enable)
{
active = enable_fastdwarf = enable;
enable_teledwarf = false;
}
return CR_OK;
}
DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
{
commands.push_back(PluginCommand("fastdwarf",
"let dwarves teleport and/or finish jobs instantly",
fastdwarf, false,
"fastdwarf: make dwarves faster.\n"
"Usage:\n"
" fastdwarf <speed> (tele)\n"
"Valid values for speed:\n"
" * 0 - Make dwarves move and work at standard speed.\n"
" * 1 - Make dwarves move and work at maximum speed.\n"
" * 2 - Make ALL creatures move and work at maximum speed.\n"
"Valid values for (tele):\n"
" * 0 - Disable dwarf teleportation (default)\n"
" * 1 - Make dwarves teleport to their destinations instantly.\n"
));
return CR_OK;
}