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activity_handlers.h
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#pragma once
#ifndef CATA_SRC_ACTIVITY_HANDLERS_H
#define CATA_SRC_ACTIVITY_HANDLERS_H
#include <functional>
#include <list>
#include <map>
#include <new>
#include <unordered_set>
#include <vector>
#include "optional.h"
#include "type_id.h"
class Character;
class item;
class player;
class player_activity;
struct tripoint;
std::vector<tripoint> get_sorted_tiles_by_distance( const tripoint &abspos,
const std::unordered_set<tripoint> &tiles );
std::vector<tripoint> route_adjacent( const player &p, const tripoint &dest );
enum class requirement_check_result : int {
SKIP_LOCATION = 0,
CAN_DO_LOCATION,
RETURN_EARLY //another activity like a fetch activity has been started.
};
enum class butcher_type : int {
BLEED, // bleeding a corpse
QUICK, // quick butchery
FULL, // full workshop butchery
FIELD_DRESS, // field dressing a corpse
SKIN, // skinning a corpse
QUARTER, // quarter a corpse
DISMEMBER, // destroy a corpse
DISSECT, // dissect a corpse for CBMs
NUM_TYPES // always keep at the end, number of butchery types
};
enum class do_activity_reason : int {
CAN_DO_CONSTRUCTION, // Can do construction.
CAN_DO_FETCH, // Can do fetch - this is usually the default result for fetch task
CAN_DO_PREREQ, // for constructions - can't build the main construction, but can build the pre-req
CAN_DO_PREREQ_2, // Can do the second pre-req deep below the desired one.
NO_COMPONENTS, // can't do the activity there due to lack of components /tools
NO_COMPONENTS_PREREQ, // need components to build the pre-requisite for the actual desired construction
NO_COMPONENTS_PREREQ_2, // need components to the second pre-req deep.
DONT_HAVE_SKILL, // don't have the required skill
NO_ZONE, // There is no required zone anymore
ALREADY_DONE, // the activity is done already ( maybe by someone else )
UNKNOWN_ACTIVITY, // This is probably an error - got to the end of function with no previous reason
NEEDS_HARVESTING, // For farming - tile is harvestable now.
NEEDS_PLANTING, // For farming - tile can be planted
NEEDS_TILLING, // For farming - tile can be tilled
BLOCKING_TILE, // Something has made it's way onto the tile, so the activity cannot proceed
NEEDS_CHOPPING, // There is wood there to be chopped
NEEDS_TREE_CHOPPING, // There is a tree there that needs to be chopped
NEEDS_BIG_BUTCHERING, // There is at least one corpse there to butcher, and it's a big one
NEEDS_BUTCHERING, // THere is at least one corpse there to butcher, and there's no need for additional tools
ALREADY_WORKING, // somebody is already working there
NEEDS_VEH_DECONST, // There is a vehicle part there that we can deconstruct, given the right tools.
NEEDS_VEH_REPAIR, // There is a vehicle part there that can be repaired, given the right tools.
WOULD_PREVENT_VEH_FLYING, // Attempting to perform this activity on a vehicle would prevent it from flying
NEEDS_MINING, // This spot can be mined, if the right tool is present.
NEEDS_FISHING // This spot can be fished, if the right tool is present.
};
struct activity_reason_info {
//reason for success or fail
do_activity_reason reason;
//is it possible to do this
bool can_do;
//construction index
cata::optional<construction_id> con_idx;
activity_reason_info( do_activity_reason reason_, bool can_do_,
const cata::optional<construction_id> &con_idx_ = cata::nullopt ) :
reason( reason_ ),
can_do( can_do_ ),
con_idx( con_idx_ )
{ }
static activity_reason_info ok( const do_activity_reason &reason_ ) {
return activity_reason_info( reason_, true );
}
static activity_reason_info build( const do_activity_reason &reason_, bool can_do_,
const construction_id &con_idx_ ) {
return activity_reason_info( reason_, can_do_, con_idx_ );
}
static activity_reason_info fail( const do_activity_reason &reason_ ) {
return activity_reason_info( reason_, false );
}
};
int butcher_time_to_cut( player &u, const item &corpse_item, butcher_type action );
// activity_item_handling.cpp
void activity_on_turn_drop();
void activity_on_turn_move_loot( player_activity &act, player &p );
//return true if there is an activity that can be done potentially, return false if no work can be found.
bool generic_multi_activity_handler( player_activity &act, player &p, bool check_only = false );
void activity_on_turn_fetch( player_activity &, player *p );
void activity_on_turn_wear( player_activity &act, player &p );
int get_auto_consume_moves( player &p, bool food );
bool try_fuel_fire( player_activity &act, player &p, bool starting_fire = false );
enum class item_drop_reason : int {
deliberate,
too_large,
too_heavy,
tumbling
};
void put_into_vehicle_or_drop( Character &c, item_drop_reason, const std::list<item> &items );
void put_into_vehicle_or_drop( Character &c, item_drop_reason, const std::list<item> &items,
const tripoint &where, bool force_ground = false );
void drop_on_map( Character &c, item_drop_reason reason, const std::list<item> &items,
const tripoint &where );
namespace activity_handlers
{
bool resume_for_multi_activities( player &p );
void generic_game_turn_handler( player_activity *act, player *p, int morale_bonus,
int morale_max_bonus );
/** activity_do_turn functions: */
void fill_liquid_do_turn( player_activity *act, player *p );
void pickaxe_do_turn( player_activity *act, player *p );
void drop_do_turn( player_activity *act, player *p );
void stash_do_turn( player_activity *act, player *p );
void pulp_do_turn( player_activity *act, player *p );
void game_do_turn( player_activity *act, player *p );
void generic_game_do_turn( player_activity *act, player *p );
void churn_do_turn( player_activity *act, player *p );
void start_fire_do_turn( player_activity *act, player *p );
void vibe_do_turn( player_activity *act, player *p );
void hand_crank_do_turn( player_activity *act, player *p );
void multiple_chop_planks_do_turn( player_activity *act, player *p );
void oxytorch_do_turn( player_activity *act, player *p );
void wear_do_turn( player_activity *act, player *p );
void eat_menu_do_turn( player_activity *act, player *p );
void consume_food_menu_do_turn( player_activity *act, player *p );
void consume_drink_menu_do_turn( player_activity *act, player *p );
void consume_meds_menu_do_turn( player_activity *act, player *p );
void move_items_do_turn( player_activity *act, player *p );
void multiple_farm_do_turn( player_activity *act, player *p );
void multiple_fish_do_turn( player_activity *act, player *p );
void multiple_construction_do_turn( player_activity *act, player *p );
void multiple_mine_do_turn( player_activity *act, player *p );
void multiple_butcher_do_turn( player_activity *act, player *p );
void vehicle_deconstruction_do_turn( player_activity *act, player *p );
void vehicle_repair_do_turn( player_activity *act, player *p );
void chop_trees_do_turn( player_activity *act, player *p );
void fetch_do_turn( player_activity *act, player *p );
void move_loot_do_turn( player_activity *act, player *p );
void travel_do_turn( player_activity *act, player *p );
void adv_inventory_do_turn( player_activity *act, player *p );
void armor_layers_do_turn( player_activity *act, player *p );
void atm_do_turn( player_activity *act, player *p );
void fish_do_turn( player_activity *act, player *p );
void cracking_do_turn( player_activity *act, player *p );
void repair_item_do_turn( player_activity *act, player *p );
void butcher_do_turn( player_activity *act, player *p );
void pry_nails_do_turn( player_activity *act, player *p );
void hacksaw_do_turn( player_activity *act, player *p );
void chop_tree_do_turn( player_activity *act, player *p );
void jackhammer_do_turn( player_activity *act, player *p );
void find_mount_do_turn( player_activity *act, player *p );
void tidy_up_do_turn( player_activity *act, player *p );
void build_do_turn( player_activity *act, player *p );
void fill_pit_do_turn( player_activity *act, player *p );
void fertilize_plot_do_turn( player_activity *act, player *p );
void operation_do_turn( player_activity *act, player *p );
void robot_control_do_turn( player_activity *act, player *p );
void tree_communion_do_turn( player_activity *act, player *p );
void spellcasting_do_turn( player_activity *act, player *p );
void study_spell_do_turn( player_activity *act, player *p );
void read_do_turn( player_activity *act, player *p );
void wait_stamina_do_turn( player_activity *act, player *p );
// defined in activity_handlers.cpp
extern const std::map< activity_id, std::function<void( player_activity *, player * )> >
do_turn_functions;
/** activity_finish functions: */
void butcher_finish( player_activity *act, player *p );
void firstaid_finish( player_activity *act, player *p );
void fish_finish( player_activity *act, player *p );
void forage_finish( player_activity *act, player *p );
void longsalvage_finish( player_activity *act, player *p );
void pulp_finish( player_activity *act, player *p );
void pickaxe_finish( player_activity *act, player *p );
void start_fire_finish( player_activity *act, player *p );
void train_finish( player_activity *act, player *p );
void shear_finish( player_activity *act, player *p );
void vehicle_finish( player_activity *act, player *p );
void start_engines_finish( player_activity *act, player *p );
void churn_finish( player_activity *act, player *p );
void plant_seed_finish( player_activity *act, player *p );
void oxytorch_finish( player_activity *act, player *p );
void cracking_finish( player_activity *act, player *guy );
void repair_item_finish( player_activity *act, player *p );
void mend_item_finish( player_activity *act, player *p );
void gunmod_add_finish( player_activity *act, player *p );
void toolmod_add_finish( player_activity *act, player *p );
void clear_rubble_finish( player_activity *act, player *p );
void heat_item_finish( player_activity *act, player *p );
void meditate_finish( player_activity *act, player *p );
void read_finish( player_activity *act, player *p );
void wait_finish( player_activity *act, player *p );
void wait_weather_finish( player_activity *act, player *p );
void wait_npc_finish( player_activity *act, player *p );
void wait_stamina_finish( player_activity *act, player *p );
void socialize_finish( player_activity *act, player *p );
void operation_finish( player_activity *act, player *p );
void vibe_finish( player_activity *act, player *p );
void hand_crank_finish( player_activity *act, player *p );
void atm_finish( player_activity *act, player *p );
void eat_menu_finish( player_activity *act, player *p );
void washing_finish( player_activity *act, player *p );
void hacksaw_finish( player_activity *act, player *p );
void pry_nails_finish( player_activity *act, player *p );
void chop_tree_finish( player_activity *act, player *p );
void chop_logs_finish( player_activity *act, player *p );
void chop_planks_finish( player_activity *act, player *p );
void jackhammer_finish( player_activity *act, player *p );
void fill_pit_finish( player_activity *act, player *p );
void play_with_pet_finish( player_activity *act, player *p );
void shaving_finish( player_activity *act, player *p );
void haircut_finish( player_activity *act, player *p );
void robot_control_finish( player_activity *act, player *p );
void mind_splicer_finish( player_activity *act, player *p );
void spellcasting_finish( player_activity *act, player *p );
void study_spell_finish( player_activity *act, player *p );
// defined in activity_handlers.cpp
extern const std::map< activity_id, std::function<void( player_activity *, player * )> >
finish_functions;
} // namespace activity_handlers
#endif // CATA_SRC_ACTIVITY_HANDLERS_H