dfhack/plugins/lua/building-hacks.lua

109 lines
3.6 KiB
Lua

local _ENV = mkmodule('plugins.building-hacks')
--[[
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from native:
addBuilding(custom type,impassible fix (bool), consumed power, produced power, list of connection points,
update skip(0/nil to disable),table of frames,frame to tick ratio (-1 for machine control))
from here:
registerBuilding{
name -- custom workshop id e.g. SOAPMAKER << required!
fix_impassible -- make impassible tiles impassible to liquids too
consume -- how much machine power is needed to work
produce -- how much machine power is produced
gears -- a table or {x=?,y=?} of connection points for machines
action -- a table of number (how much ticks to skip) and a function which gets called on shop update
animate -- a table of
frames -- a table of
tables of 4 numbers (tile,fore,back,bright) OR
empty table (tile not modified) OR
{x=<number> y=<number> + 4 numbers like in first case} -- this generates full frame even, usefull for animations that change little (1-2 tiles)
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frameLenght -- how many ticks does one frame take OR
isMechanical -- a bool that says to try to match to mechanical system (i.e. how gears are turning)
}
]]
_registeredStuff={}
local function unregall(state)
if state==SC_WORLD_UNLOADED then
onUpdateAction._library=nil
dfhack.onStateChange.building_hacks= nil
_registeredStuff={}
end
end
local function onUpdateLocal(workshop)
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local f=_registeredStuff[workshop:getCustomType()]
if f then
f(workshop)
end
end
local function findCustomWorkshop(name)
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local raws=df.global.world.raws.buildings.all
for k,v in ipairs(raws) do
if v.code==name then
return v
end
end
end
local function registerUpdateAction(shopId,callback)
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_registeredStuff[shopId]=callback
onUpdateAction._library=onUpdateLocal
dfhack.onStateChange.building_hacks=unregall
end
local function generateFrame(tiles,w,h)
local mTiles={}
for k,v in ipairs(tiles) do
mTiles[v.x]=mTiles[v.x] or {}
mTiles[v.x][v.y]=v
end
local ret={}
for ty=0,h-1 do
for tx=0,w-1 do
if mTiles[tx] and mTiles[tx][ty] then
table.insert(ret,mTiles[tx][ty]) -- leaves x and y in but who cares
else
table.insert(ret,{})
end
end
end
return ret
end
local function processFrames(shop_def,frames)
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local w,h=shop_def.dim_x,shop_def.dim_y
for frame_id,frame in ipairs(frames) do
if frame[1].x~=nil then
frames[frame_id]=generateFrame(frame,w,h)
end
end
return frames
end
function registerBuilding(args)
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local shop_def=findCustomWorkshop(args.name)
local shop_id=shop_def.id
local fix_impassible
if args.fix_impassible then
fix_impassible=1
else
fix_impassible=0
end
local consume=args.consume or 0
local produce=args.produce or 0
local gears=args.gears or {}
local action=args.action --could be nil
local updateSkip=0
if action~=nil then
updateSkip=action[1]
registerUpdateAction(shop_id,action[2])
end
local animate=args.animate
local frameLength=1
local frames
if animate~=nil then
frameLength=animate.frameLength
if animate.isMechanical then
frameLength=-1
end
frames=processFrames(shop_def,animate.frames)
end
local roomSubset=args.canBeRoomSubset or -1
addBuilding(shop_id,fix_impassible,consume,produce,gears,updateSkip,frames,frameLength,roomSubset)
end
return _ENV