dfhack/scripts/gui/advfort.lua

456 lines
16 KiB
Lua

-- allows to do jobs in adv. mode.
local gui = require 'gui'
local wid=require 'gui.widgets'
local dialog=require 'gui.dialogs'
local buildings=require 'dfhack.buildings'
local tile_attrs = df.tiletype.attrs
mode=mode or 0
keybinds={
key_next={key="CUSTOM_SHIFT_T",desc="Next job in the list"},
key_prev={key="CUSTOM_SHIFT_R",desc="Previous job in the list"},
key_continue={key="A_WAIT",desc="Continue job if available"},
key_down_alt1={key="CUSTOM_CTRL_D",desc="Use job down"},--does not work?
key_down_alt2={key="CURSOR_DOWN_Z_AUX",desc="Use job down"},
key_up_alt1={key="CUSTOM_CTRL_E",desc="Use job up"}, --does not work?
key_up_alt2={key="CURSOR_UP_Z_AUX",desc="Use job up"},
key_use_same={key="A_MOVE_SAME_SQUARE",desc="Use job at the tile you are standing"},
}
function Disclaimer(tlb)
local dsc={"The Gathering Against ",{text="Goblin ",pen=dfhack.pen.parse{fg=COLOR_GREEN,bg=0}}, "Oppresion ",
"(TGAGO) is not responsible for all ",NEWLINE,"the damage that this tool can (and will) cause to you and your loved worlds",NEWLINE,"and/or sanity.Please use with caution.",NEWLINE,{text="Magma not included.",pen=dfhack.pen.parse{fg=COLOR_LIGHTRED,bg=0}}}
if tlb then
for _,v in ipairs(dsc) do
table.insert(tlb,v)
end
end
return dsc
end
function showHelp()
local helptext={
"This tool allow you to perform jobs as a dwarf would in dwarf mode. When ",NEWLINE,
"cursor is available you can press ",{key="SELECT", text="select",key_sep="()"},
" to enqueue a job from",NEWLINE,"pointer location. If job is 'Build' and there is no planed construction",NEWLINE,
"at cursor this tool show possible building choices.",NEWLINE,NEWLINE,{text="Keybindings:",pen=dfhack.pen.parse{fg=COLOR_CYAN,bg=0}},NEWLINE
}
for k,v in pairs(keybinds) do
table.insert(helptext,{key=v.key,text=v.desc,key_sep=":"})
table.insert(helptext,NEWLINE)
end
table.insert(helptext,{text="CAREFULL MOVE",pen=dfhack.pen.parse{fg=COLOR_LIGHTGREEN,bg=0}})
table.insert(helptext,": use job in that direction")
table.insert(helptext,NEWLINE)
table.insert(helptext,NEWLINE)
Disclaimer(helptext)
require("gui.dialogs").showMessage("Help!?!",helptext)
end
function getLastJobLink()
local st=df.global.world.job_list
while st.next~=nil do
st=st.next
end
return st
end
function AddNewJob(job)
local nn=getLastJobLink()
local nl=df.job_list_link:new()
nl.prev=nn
nn.next=nl
nl.item=job
job.list_link=nl
end
function MakeJob(unit,pos,job_type,unit_pos,post_actions)
local nj=df.job:new()
nj.id=df.global.job_next_id
df.global.job_next_id=df.global.job_next_id+1
--nj.flags.special=true
nj.job_type=job_type
nj.completion_timer=-1
--nj.unk4a=12
--nj.unk4b=0
nj.pos:assign(pos)
AssignUnitToJob(nj,unit,unit_pos)
for k,v in ipairs(post_actions or {}) do
v{job=nj,pos=pos,old_pos=unit_pos,unit=unit}
end
AddNewJob(nj)
return nj
end
function AssignUnitToJob(job,unit,unit_pos)
job.general_refs:insert("#",{new=df.general_ref_unit_workerst,unit_id=unit.id})
unit.job.current_job=job
unit_pos=unit_pos or {x=job.pos.x,y=job.pos.y,z=job.pos.z}
unit.path.dest:assign(unit_pos)
end
function SetCreatureRef(args)
local job=args.job
local pos=args.pos
for k,v in pairs(df.global.world.units.active) do
if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then
job.general_refs:insert("#",{new=df.general_ref_unit_cageest,unit_id=v.id})
return
end
end
end
function SetPatientRef(args)
local job=args.job
local pos=args.pos
for k,v in pairs(df.global.world.units.active) do
if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then
job.general_refs:insert("#",{new=df.general_ref_unit_patientst,unit_id=v.id})
return
end
end
end
function MakePredicateWieldsItem(item_skill)
local pred=function(args)
local inv=args.unit.inventory
for k,v in pairs(inv) do
if v.mode==1 and df.item_weaponst:is_instance(v.item) then
if v.item.subtype.skill_melee==item_skill and args.unit.body.weapon_bp==v.body_part_id then
return true
end
end
end
return false,"Correct tool not equiped"
end
return pred
end
function makeset(args)
local tbl={}
for k,v in pairs(args) do
tbl[v]=true
end
return tbl
end
function NotConstruct(args)
local tt=dfhack.maps.getTileType(args.pos)
if tile_attrs[tt].material~=df.tiletype_material.CONSTRUCTION and dfhack.buildings.findAtTile(args.pos)==nil then
return true
else
return false, "Can only do it on non constructions"
end
end
function IsConstruct(args)
local tt=dfhack.maps.getTileType(args.pos)
if tile_attrs[tt].material==df.tiletype_material.CONSTRUCTION or dfhack.buildings.findAtTile(args.pos) then
return true
else
return false, "Can only do it on constructions"
end
end
function IsHardMaterial(args)
local tt=dfhack.maps.getTileType(args.pos)
local mat=tile_attrs[tt].material
local hard_materials={df.tiletype_material.STONE,df.tiletype_material.FEATURE,
df.tiletype_material.LAVA_STONE,df.tiletype_material.MINERAL,df.tiletype_material.FROZEN_LIQUID,}
if hard_materials[mat] then
return true
else
return false, "Can only do it on hard materials"
end
end
function IsStairs(args)
local tt=dfhack.maps.getTileType(args.pos)
local shape=tile_attrs[tt].shape
if shape==df.tiletype_shape.STAIR_UP or shape==df.tiletype_shape.STAIR_DOWN or shape==df.tiletype_shape.STAIR_UPDOWN or shape==df.tiletype_shape.RAMP then
return true
else
return false,"Can only do it on stairs/ramps"
end
end
function IsFloor(args)
local tt=dfhack.maps.getTileType(args.pos)
local shape=tile_attrs[tt].shape
if shape==df.tiletype_shape.FLOOR or shape==df.tiletype_shape.BOULDER or shape==df.tiletype_shape.PEBBLES then
return true
else
return false,"Can only do it on floors"
end
end
function IsWall(args)
local tt=dfhack.maps.getTileType(args.pos)
if tile_attrs[tt].shape==df.tiletype_shape.WALL then
return true
else
return false, "Can only do it on walls"
end
end
function IsTree(args)
local tt=dfhack.maps.getTileType(args.pos)
if tile_attrs[tt].shape==df.tiletype_shape.TREE then
return true
else
return false, "Can only do it on trees"
end
end
function IsPlant(args)
local tt=dfhack.maps.getTileType(args.pos)
if tile_attrs[tt].shape==df.tiletype_shape.PLANT then
return true
else
return false, "Can only do it on plants"
end
end
function IsWater(args)
return true
end
function IsUnit(args)
local pos=args.pos
for k,v in pairs(df.global.world.units.active) do
if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z then
return true
end
end
return false,"Unit must be present"
end
function itemsAtPos(pos)
local ret={}
for k,v in pairs(df.global.world.items.all) do
if v.pos.x==pos.x and v.pos.y==pos.y and v.pos.z==pos.z and v.flags.on_ground then
table.insert(ret,v)
end
end
return ret
end
function AssignBuildingRef(args)
local bld=dfhack.buildings.findAtTile(args.pos)
args.job.general_refs:insert("#",{new=df.general_ref_building_holderst,building_id=bld.id})
bld.jobs:insert("#",args.job)
end
function AssignItems(items,args)
end
--[[ building submodule... ]]--
function DialogBuildingChoose(on_select, on_cancel)
blist={}
for i=df.building_type._first_item,df.building_type._last_item do
table.insert(blist,df.building_type[i])
end
dialog.showListPrompt("Building list", "Choose building:", COLOR_WHITE, blist, on_select, on_cancel, nil, true)
end
function DialogSubtypeChoose(subtype,on_select, on_cancel)
blist={}
for i=subtype._first_item,subtype._last_item do
table.insert(blist,subtype[i])
end
dialog.showListPrompt("Subtype", "Choose subtype:", COLOR_WHITE, blist, on_select, on_cancel, nil, true)
end
--workshop, furnaces, traps
invalid_buildings={}
function SubtypeChosen(args,index)
args.subtype=index-1
buildings.constructBuilding(args)
end
function BuildingChosen(st_pos,pos,index)
local b_type=index-2
local args={}
args.type=b_type
args.pos=pos
args.items=itemsAtPos(st_pos)
if invalid_buildings[b_type] then
return
elseif b_type==df.building_type.Construction then
DialogSubtypeChoose(df.construction_type,dfhack.curry(SubtypeChosen,args))
return
elseif b_type==df.building_type.Furnace then
DialogSubtypeChoose(df.furnace_type,dfhack.curry(SubtypeChosen,args))
return
elseif b_type==df.building_type.Trap then
DialogSubtypeChoose(df.trap_type,dfhack.curry(SubtypeChosen,args))
return
elseif b_type==df.building_type.Workshop then
DialogSubtypeChoose(df.workshop_type,dfhack.curry(SubtypeChosen,args))
return
else
buildings.constructBuilding(args)
end
end
--[[ end of buildings ]]--
function AssignJobToBuild(args)
local bld=dfhack.buildings.findAtTile(args.pos)
if bld~=nil then
if #bld.jobs>0 then
AssignUnitToJob(bld.jobs[0],args.unit,args.old_pos)
else
local jb=MakeJob(args.unit,args.pos,df.job_type.ConstructBuilding,args.old_pos,{AssignBuildingRef})
local its=itemsAtPos(args.old_pos)
for k,v in pairs(its) do
jb.items:insert("#",{new=true,item=v,role=2})
end
end
else
DialogBuildingChoose(dfhack.curry(BuildingChosen,args.old_pos,args.pos))
end
end
function ContinueJob(unit)
local c_job=unit.job.current_job
if c_job then
for k,v in pairs(c_job.items) do
if v.is_fetching==1 then
unit.path.dest:assign(v.item.pos)
return
end
end
unit.path.dest:assign(c_job.pos)
end
end
dig_modes={
{"CarveFortification" ,df.job_type.CarveFortification,{IsWall,IsHardMat}},
{"DetailWall" ,df.job_type.DetailWall,{IsWall,IsHardMat}},
{"DetailFloor" ,df.job_type.DetailFloor,{IsFloor,IsHardMat}},
--{"CarveTrack" ,df.job_type.CarveTrack}, -- does not work??
{"Dig" ,df.job_type.Dig,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall}},
{"CarveUpwardStaircase" ,df.job_type.CarveUpwardStaircase,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall}},
{"CarveDownwardStaircase",df.job_type.CarveDownwardStaircase,{MakePredicateWieldsItem(df.job_skill.MINING)}},
{"CarveUpDownStaircase" ,df.job_type.CarveUpDownStaircase,{MakePredicateWieldsItem(df.job_skill.MINING)}},
{"CarveRamp" ,df.job_type.CarveRamp,{MakePredicateWieldsItem(df.job_skill.MINING),IsWall}},
{"DigChannel" ,df.job_type.DigChannel,{MakePredicateWieldsItem(df.job_skill.MINING)}},
{"FellTree" ,df.job_type.FellTree,{MakePredicateWieldsItem(df.job_skill.AXE),IsTree}},
{"Fish" ,df.job_type.Fish,{IsWater}},
--{"Diagnose Patient" ,df.job_type.DiagnosePatient,{IsUnit},{SetPatientRef}},
--{"Surgery" ,df.job_type.Surgery,{IsUnit},{SetPatientRef}},
--{"TameAnimal" ,df.job_type.TameAnimal,{IsUnit},{SetCreatureRef}},
{"GatherPlants" ,df.job_type.GatherPlants,{IsPlant}},
{"RemoveConstruction" ,df.job_type.RemoveConstruction,{IsConstruct}},
--{"HandleLargeCreature" ,df.job_type.HandleLargeCreature,{isUnit},{SetCreatureRef}},
{"Build" ,AssignJobToBuild},
{"RemoveStairs" ,df.job_type.RemoveStairs,{IsStairs,NotConstruct}},
}
usetool=defclass(usetool,gui.Screen)
function usetool:getModeName()
local adv=df.global.world.units.active[0]
if adv.job.current_job then
return string.format("%s working(%d) ",(dig_modes[(mode or 0)+1][1] or ""),adv.job.current_job.completion_timer)
else
return dig_modes[(mode or 0)+1][1] or " "
end
end
function usetool:init(args)
self:addviews{
wid.Label{
frame = {xalign=0,yalign=0},
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text={{key=keybinds.key_prev.key},{gap=1,text=dfhack.curry(usetool.getModeName,self)},{gap=1,key=keybinds.key_next.key}}
}
}
end
function usetool:onRenderBody(dc)
self:renderParent()
end
function usetool:onIdle()
self._native.parent:logic()
end
MOVEMENT_KEYS = {
A_CARE_MOVE_N = { 0, -1, 0 }, A_CARE_MOVE_S = { 0, 1, 0 },
A_CARE_MOVE_W = { -1, 0, 0 }, A_CARE_MOVE_E = { 1, 0, 0 },
A_CARE_MOVE_NW = { -1, -1, 0 }, A_CARE_MOVE_NE = { 1, -1, 0 },
A_CARE_MOVE_SW = { -1, 1, 0 }, A_CARE_MOVE_SE = { 1, 1, 0 },
--[[A_MOVE_N = { 0, -1, 0 }, A_MOVE_S = { 0, 1, 0 },
A_MOVE_W = { -1, 0, 0 }, A_MOVE_E = { 1, 0, 0 },
A_MOVE_NW = { -1, -1, 0 }, A_MOVE_NE = { 1, -1, 0 },
A_MOVE_SW = { -1, 1, 0 }, A_MOVE_SE = { 1, 1, 0 },--]]
A_CUSTOM_CTRL_D = { 0, 0, -1 },
A_CUSTOM_CTRL_E = { 0, 0, 1 },
CURSOR_UP_Z_AUX = { 0, 0, 1 }, CURSOR_DOWN_Z_AUX = { 0, 0, -1 },
A_MOVE_SAME_SQUARE={0,0,0},
SELECT={0,0,0},
}
ALLOWED_KEYS={
A_MOVE_N=true,A_MOVE_S=true,A_MOVE_W=true,A_MOVE_E=true,A_MOVE_NW=true,
A_MOVE_NE=true,A_MOVE_SW=true,A_MOVE_SE=true,A_STANCE=true,SELECT=true,A_MOVE_DOWN_AUX=true,
A_MOVE_UP_AUX=true,A_LOOK=true,CURSOR_DOWN=true,CURSOR_UP=true,CURSOR_LEFT=true,CURSOR_RIGHT=true,
CURSOR_UPLEFT=true,CURSOR_UPRIGHT=true,CURSOR_DOWNLEFT=true,CURSOR_DOWNRIGHT=true
}
function moddedpos(pos,delta)
return {x=pos.x+delta[1],y=pos.y+delta[2],z=pos.z+delta[3]}
end
function usetool:onDismiss()
local adv=df.global.world.units.active[0]
--TODO: cancel job
--[[if adv and adv.job.current_job then
local cj=adv.job.current_job
adv.jobs.current_job=nil
cj:delete()
end]]
end
function usetool:onHelp()
showHelp()
end
function usetool:onInput(keys)
if keys.LEAVESCREEN then
self:dismiss()
elseif keys[keybinds.key_next.key] then
mode=(mode+1)%#dig_modes
elseif keys[keybinds.key_prev.key] then
mode=mode-1
if mode<0 then mode=#dig_modes-1 end
--elseif keys.A_LOOK then
-- self:sendInputToParent("A_LOOK")
elseif keys[keybinds.key_continue.key] then
ContinueJob(df.global.world.units.active[0])
self:sendInputToParent("A_WAIT")
else
local adv=df.global.world.units.active[0]
local cur_mode=dig_modes[(mode or 0)+1]
local failed=false
for code,_ in pairs(keys) do
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--print(code)
if MOVEMENT_KEYS[code] then
local state={unit=adv,pos=moddedpos(adv.pos,MOVEMENT_KEYS[code]),dir=MOVEMENT_KEYS[code],
old_pos={x=adv.pos.x,y=adv.pos.y, z=adv.pos.z}}
if code=="SELECT" then
if df.global.cursor.x~=-30000 then
state.pos={x=df.global.cursor.x,y=df.global.cursor.y,z=df.global.cursor.z}
else
break
end
end
for _,p in pairs(cur_mode[3] or {}) do
local t,v=p(state)
if t==false then
dfhack.gui.showAnnouncement(v,5,1)
failed=true
end
end
if not failed then
if type(cur_mode[2])=="function" then
cur_mode[2](state)
else
MakeJob(adv,moddedpos(adv.pos,MOVEMENT_KEYS[code]),cur_mode[2],adv.pos,cur_mode[4])
end
if code=="SELECT" then
self:sendInputToParent("LEAVESCREEN")
end
self:sendInputToParent("A_WAIT")
end
return code
end
if code~="_STRING" and code~="_MOUSE_L" and code~="_MOUSE_R" then
if ALLOWED_KEYS[code] then
self:sendInputToParent(code)
end
end
end
end
end
usetool():show()