dfhack/scripts/gui/advfort.lua

915 lines
30 KiB
Lua

-- allows to do jobs in adv. mode.
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keybinds={
nextJob={key="CUSTOM_SHIFT_T",desc="Next job in the list"},
prevJob={key="CUSTOM_SHIFT_R",desc="Previous job in the list"},
continue={key="A_WAIT",desc="Continue job if available"},
down_alt1={key="CUSTOM_CTRL_D",desc="Use job down"},
down_alt2={key="CURSOR_DOWN_Z_AUX",desc="Use job down"},
up_alt1={key="CUSTOM_CTRL_E",desc="Use job up"},
up_alt2={key="CURSOR_UP_Z_AUX",desc="Use job up"},
use_same={key="A_MOVE_SAME_SQUARE",desc="Use job at the tile you are standing"},
workshop={key="CHANGETAB",desc="Show building menu"},
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}
local gui = require 'gui'
local wid=require 'gui.widgets'
local dialog=require 'gui.dialogs'
local buildings=require 'dfhack.buildings'
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local bdialog=require 'gui.buildings'
local workshopJobs=require 'dfhack.workshops'
local tile_attrs = df.tiletype.attrs
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settings={build_by_items=false,check_inv=false,df_assign=true}
local mode_name
for k,v in ipairs({...}) do --setting parsing
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if v=="-c" or v=="--cheat" then
settings.build_by_items=true
settings.df_assign=false
elseif v=="-i" or v=="--inventory" then
settings.check_inv=true
settings.df_assign=false
elseif v=="-a" or v=="--nodfassign" then
settings.df_assign=false
else
mode_name=v
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end
end
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mode=mode or 0
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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
--[[ low level job management ]]--
function getLastJobLink()
local st=df.global.world.job_list
while st.next~=nil do
st=st.next
end
return st
end
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function addNewJob(job)
local lastLink=getLastJobLink()
local newLink=df.job_list_link:new()
newLink.prev=lastLink
lastLink.next=newLink
newLink.item=job
job.list_link=newLink
end
function makeJob(args)
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local newJob=df.job:new()
newJob.id=df.global.job_next_id
df.global.job_next_id=df.global.job_next_id+1
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--newJob.flags.special=true
newJob.job_type=args.job_type
newJob.completion_timer=-1
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newJob.pos:assign(args.pos)
args.job=newJob
local failed
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for k,v in ipairs(args.pre_actions or {}) do
local ok,msg=v(args)
if not ok then
failed=msg
break
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end
end
if failed==nil then
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AssignUnitToJob(newJob,args.unit,args.from_pos)
for k,v in ipairs(args.post_actions or {}) do
local ok,msg=v(args)
if not ok then
failed=msg
break
end
end
if failed then
UnassignJob(newJob,args.unit)
end
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end
if failed==nil then
addNewJob(newJob)
return newJob
else
newJob:delete()
return false,failed
end
end
function UnassignJob(job,unit,unit_pos)
unit.job.current_job=nil
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)
return true
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
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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 NoConstructedBuilding(args)
local bld=dfhack.buildings.findAtTile(args.pos)
if bld and bld.construction_stage==3 then
return false, "Can only do it on clear area or non-finished buildings"
end
return true
end
function IsBuilding(args)
if dfhack.buildings.findAtTile(args.pos) then
return true
end
return false, "Can only do it on buildings"
end
function IsConstruct(args)
local tt=dfhack.maps.getTileType(args.pos)
if tile_attrs[tt].material==df.tiletype_material.CONSTRUCTION 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)
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if tile_attrs[tt].shape==df.tiletype_shape.SHRUB 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,tbl)
local ret=tbl or {}
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)
return true
end
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function BuildingChosen(inp_args,type_id,subtype_id,custom_id)
local args={}
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args.type=type_id
args.subtype=subtype_id
args.custom=custom_id
args.pos=inp_args.pos
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--if settings.build_by_items then
-- args.items=itemsAtPos(inp_args.from_pos)
--end
--printall(args.items)
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buildings.constructBuilding(args)
end
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function RemoveBuilding(args)
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local bld=dfhack.buildings.findAtTile(args.pos)
if bld~=nil then
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bld:queueDestroy()
for k,v in ipairs(bld.jobs) do
if v.job_type==df.job_type.DestroyBuilding then
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AssignUnitToJob(v,args.unit,args.from_pos)
return true
end
end
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return false,"Building removal job failed to be created"
else
return false,"No building to remove"
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end
end
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function isSuitableItem(job_item,item)
--todo butcher test
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if job_item.item_type~=-1 then
if item:getType()~= job_item.item_type then
return false, "type"
elseif job_item.item_subtype~=-1 then
if item:getSubtype()~=job_item.item_subtype then
return false,"subtype"
end
end
end
if job_item.mat_type~=-1 then
if item:getActualMaterial()~= job_item.mat_type then --unless we would want to make hist-fig specific reactions
return false, "material"
elseif job_item.mat_index~=-1 then
if item:getActualMaterialIndex()~=job_item.mat_index then
return false,"material index"
end
end
end
local matinfo=dfhack.matinfo.decode(item)
--print(matinfo:getCraftClass())
--print("Matching ",item," vs ",job_item)
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if not matinfo:matches(job_item) then
return false,"matinfo"
end
-- some bonus checks:
if job_item.flags2.building_material and not item:isBuildMat() then
return false,"non-build mat"
end
-- *****************
--print("--Matched")
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--reagen_index?? reaction_id??
if job_item.metal_ore~=-1 and not item:isMetalOre(job_item.metal_ore) then
return false,"metal ore"
end
if job_item.min_dimension~=-1 then
end
if #job_item.contains~=0 then
end
if job_item.has_tool_use~=-1 then
if not item:hasToolUse(job_item.has_tool_use) then
return false,"tool use"
end
end
if job_item.has_material_reaction_product~="" then
local ok=false
for k,v in pairs(matinfo.material.reaction_product.id) do
if v.value==job_item.has_material_reaction_product then
ok=true
break
end
end
if not ok then
return false, "no material reaction product"
end
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end
if job_item.reaction_class~="" then
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local ok=false
for k,v in pairs(matinfo.material.reaction_class) do
if v.value==job_item.reaction_class then
ok=true
break
end
end
if not ok then
return false, "no material reaction class"
end
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end
return true
end
function getItemsUncollected(job)
local ret={}
for id,jitem in pairs(job.items) do
local x,y,z=dfhack.items.getPosition(jitem.item)
if x~=job.pos.x or y~=job.pos.y or z~=job.pos.z then
table.insert(ret,jitem)
end
end
return ret
end
function AddItem(tbl,item,recurse)
table.insert(tbl,item)
if recurse then
local subitems=dfhack.items.getContainedItems(item)
if subitems~=nil then
for k,v in pairs(subitems) do
AddItem(tbl,v,recurse)
end
end
end
end
function EnumItems(args)
local ret=args.table or {}
if args.all then
for k,v in pairs(df.global.world.items.all) do
if v.flags.on_ground then
AddItem(ret,v,args.deep)
end
end
elseif args.pos~=nil then
for k,v in pairs(df.global.world.items.all) do
if v.pos.x==args.pos.x and v.pos.y==args.pos.y and v.pos.z==args.pos.z and v.flags.on_ground then
AddItem(ret,v,args.deep)
end
end
end
if args.unit~=nil then
for k,v in pairs(args.unit.inventory) do
if args.inv[v.mode] then
AddItem(ret,v.item,args.deep)
end
end
end
return ret
end
function AssignJobItems(args)
if settings.df_assign then --use df default logic and hope that it would work
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return true
end
-- first find items that you want to use for the job
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local job=args.job
local its=EnumItems{pos=args.from_pos,unit=args.unit,
inv={[df.unit_inventory_item.T_mode.Hauled]=settings.check_inv,[df.unit_inventory_item.T_mode.Worn]=settings.check_inv,
[df.unit_inventory_item.T_mode.Weapon]=settings.check_inv,},deep=true}
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--[[while(#job.items>0) do --clear old job items
job.items[#job.items-1]:delete()
job.items:erase(#job.items-1)
end]]
local item_counts={}
for job_id, trg_job_item in ipairs(job.job_items) do
item_counts[job_id]=trg_job_item.quantity
end
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local used_item_id={}
for job_id, trg_job_item in ipairs(job.job_items) do
for _,cur_item in pairs(its) do
if not used_item_id[cur_item.id] then
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local item_suitable,msg=isSuitableItem(trg_job_item,cur_item)
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if msg then
print(cur_item,msg)
end
if (item_counts[job_id]>0 and item_suitable) or settings.build_by_items then
cur_item.flags.in_job=true
job.items:insert("#",{new=true,item=cur_item,role=df.job_item_ref.T_role.Reagent,job_item_idx=job_id})
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item_counts[job_id]=item_counts[job_id]-cur_item:getTotalDimension()
--print(string.format("item added, job_item_id=%d, item %s, quantity left=%d",job_id,tostring(cur_item),item_counts[job_id]))
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used_item_id[cur_item.id]=true
end
end
end
end
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if not settings.build_by_items then
for job_id, trg_job_item in ipairs(job.job_items) do
if item_counts[job_id]>0 then
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return false, "Not enough items for this job"
end
end
end
local uncollected = getItemsUncollected(job)
if #uncollected == 0 then
job.flags.working=true
else
uncollected[1].is_fetching=1
job.flags.fetching=true
end
--todo set working for workshops if items are present, else set fetching (and at least one item to is_fetching=1)
--job.flags.working=true
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return true
end
function AssignJobToBuild(args)
local bld=dfhack.buildings.findAtTile(args.pos)
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args.job_type=df.job_type.ConstructBuilding
if bld~=nil then
for idx,job in pairs(bld.jobs) do
if job.job_type==df.job_type.ConstructBuilding then
args.job=job
break
end
end
if args.job~=nil then
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local ok,msg=AssignJobItems(args)
if not ok then
return false,msg
else
AssignUnitToJob(args.job,args.unit,args.from_pos)
end
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else
local t={items=buildings.getFiltersByType({},bld:getType(),bld:getSubtype(),bld:getCustomType())}
args.pre_actions={dfhack.curry(setFiltersUp,t),AssignJobItems,AssignBuildingRef}
local ok,msg=makeJob(args)
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return ok,msg
end
else
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bdialog.BuildingDialog{on_select=dfhack.curry(BuildingChosen,args),hide_none=true}:show()
end
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return true
end
function CancelJob(unit)
local c_job=unit.job.current_job
if c_job then
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unit.job.current_job =nil --todo add real cancelation
for k,v in pairs(c_job.general_refs) do
if df.general_ref_unit_workerst:is_instance(v) then
v:delete()
c_job.general_refs:erase(k)
return
end
end
end
end
function ContinueJob(unit)
local c_job=unit.job.current_job
if c_job then
c_job.flags.suspend=false
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
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actions={
{"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}},
{"RemoveBuilding" ,RemoveBuilding,{IsBuilding}},
{"RemoveStairs" ,df.job_type.RemoveStairs,{IsStairs,NotConstruct}},
--{"HandleLargeCreature" ,df.job_type.HandleLargeCreature,{isUnit},{SetCreatureRef}},
{"Build" ,AssignJobToBuild,{NoConstructedBuilding}},
}
for id,action in pairs(actions) do
if action[1]==mode_name then
mode=id-1
break
end
end
usetool=defclass(usetool,gui.Screen)
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usetool.focus_path = 'advfort'
function usetool:getModeName()
local adv=df.global.world.units.active[0]
if adv.job.current_job then
return string.format("%s working(%d) ",(actions[(mode or 0)+1][1] or ""),adv.job.current_job.completion_timer)
else
return actions[(mode or 0)+1][1] or " "
end
end
function usetool:init(args)
self:addviews{
wid.Label{
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view_id="mainLabel",
frame = {xalign=0,yalign=0},
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text={{key=keybinds.prevJob.key},{gap=1,text=dfhack.curry(usetool.getModeName,self)},{gap=1,key=keybinds.nextJob.key},
}
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},
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wid.Label{
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view_id="shopLabel",
frame = {l=35,xalign=0,yalign=0},
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visible=false,
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text={
{id="text1",gap=1,key=keybinds.workshop.key,key_sep="()", text="Workshop menu",pen=dfhack.pen.parse{fg=COLOR_YELLOW,bg=0}}}
}
}
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,A_CLEAR_ANNOUNCEMENTS=true,
CURSOR_UP_Z=true,CURSOR_DOWN_Z=true,
}
function moddedpos(pos,delta)
return {x=pos.x+delta[1],y=pos.y+delta[2],z=pos.z+delta[3]}
end
function usetool:onHelp()
showHelp()
end
function setFiltersUp(specific,args)
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local job=args.job
if specific.job_fields~=nil then
job:assign(specific.job_fields)
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end
--printall(specific)
for _,v in ipairs(specific.items) do
--printall(v)
local filter=v
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filter.new=true
job.job_items:insert("#",filter)
end
return true
end
function onWorkShopJobChosen(args,idx,choice)
args.pos=args.from_pos
args.job_type=choice.job_id
args.post_actions={AssignBuildingRef}
args.pre_actions={dfhack.curry(setFiltersUp,choice.filter),AssignJobItems}
local job,msg=makeJob(args)
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if not job then
dfhack.gui.showAnnouncement(msg,5,1)
end
args.job=job
--[[for _,v in ipairs(choice.filter) do
local filter=require("utils").clone(args.common)
filter.new=true
require("utils").assign(filter,v)
--printall(filter)
job.job_items:insert("#",filter)
end--]]
--local ok,msg=AssignJobItems(args)
--print(ok,msg)
end
function siegeWeaponActionChosen(building,actionid)
local args
if actionid==1 then
building.facing=(building.facing+1)%4
elseif actionid==2 then
local action=df.job_type.LoadBallista
if building:getSubtype()==df.siegeengine_type.Catapult then
action=df.job_type.LoadCatapult
end
args={}
args.job_type=action
args.unit=df.global.world.units.active[0]
local from_pos={x=args.unit.pos.x,y=args.unit.pos.y, z=args.unit.pos.z}
args.from_pos=from_pos
args.pos=from_pos
args.pre_actions={dfhack.curry(setFiltersUp,{items={{}}})}
--issue a job...
elseif actionid==3 then
local action=df.job_type.FireBallista
if building:getSubtype()==df.siegeengine_type.Catapult then
action=df.job_type.FireCatapult
end
args={}
args.job_type=action
args.unit=df.global.world.units.active[0]
local from_pos={x=args.unit.pos.x,y=args.unit.pos.y, z=args.unit.pos.z}
args.from_pos=from_pos
args.pos=from_pos
--another job?
end
if args~=nil then
args.post_actions={AssignBuildingRef}
local ok,msg=makeJob(args)
if not ok then
dfhack.gui.showAnnouncement(msg,5,1)
end
end
end
function putItemToBuilding(building,item)
if building:getType()==df.building_type.Table then
dfhack.items.moveToBuilding(item,building,0)
else
local container=building.contained_items[0].item --todo maybe iterate over all, add if usemode==2?
dfhack.items.moveToContainer(item,container)
end
end
function usetool:openPutWindow(building)
local adv=df.global.world.units.active[0]
local items=EnumItems{pos=adv.pos,unit=adv,
inv={[df.unit_inventory_item.T_mode.Hauled]=true,[df.unit_inventory_item.T_mode.Worn]=true,
[df.unit_inventory_item.T_mode.Weapon]=true,},deep=true}
local choices={}
for k,v in pairs(items) do
table.insert(choices,{text=dfhack.items.getDescription(v,0),item=v})
end
require("gui.dialogs").showListPrompt("Item choice", "Choose item to put into:", COLOR_WHITE,choices,function (idx,choice) putItemToBuilding(building,choice.item) end)
end
function usetool:openSiegeWindow(building)
require("gui.dialogs").showListPrompt("Engine job choice", "Choose what to do:",COLOR_WHITE,{"Turn","Load","Fire"},
dfhack.curry(siegeWeaponActionChosen,building))
end
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function usetool:openShopWindow(building)
local adv=df.global.world.units.active[0]
local filter_pile=workshopJobs.getJobs(building:getType(),building:getSubtype(),building:getCustomType())
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if filter_pile then
local state={unit=adv,from_pos={x=adv.pos.x,y=adv.pos.y, z=adv.pos.z}
,screen=self,bld=building,common=filter_pile.common}
choices={}
for k,v in pairs(filter_pile) do
table.insert(choices,{job_id=0,text=v.name:lower(),filter=v})
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end
require("gui.dialogs").showListPrompt("Workshop job choice", "Choose what to make",COLOR_WHITE,choices,dfhack.curry(onWorkShopJobChosen,state)
,nil, nil,true)
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else
qerror("No jobs for this workshop")
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end
end
MODES={
[df.building_type.Table]={ --todo filters...
name="Put items",
input=usetool.openPutWindow,
},
[df.building_type.Coffin]={
name="Put items",
input=usetool.openPutWindow,
},
[df.building_type.Box]={
name="Put items",
input=usetool.openPutWindow,
},
[df.building_type.Weaponrack]={
name="Put items",
input=usetool.openPutWindow,
},
[df.building_type.Armorstand]={
name="Put items",
input=usetool.openPutWindow,
},
[df.building_type.Cabinet]={
name="Put items",
input=usetool.openPutWindow,
},
[df.building_type.Workshop]={
name="Workshop menu",
input=usetool.openShopWindow,
},
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[df.building_type.Furnace]={
name="Workshop menu",
input=usetool.openShopWindow,
},
[df.building_type.SiegeEngine]={
name="Siege menu",
input=usetool.openSiegeWindow,
},
}
function usetool:shopMode(enable,mode,building)
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self.subviews.shopLabel.visible=enable
if mode then
self.subviews.shopLabel:itemById("text1").text=mode.name
self.building=building
end
self.mode=mode
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end
function usetool:shopInput(keys)
if keys[keybinds.workshop.key] then
self:openShopWindow(self.in_shop)
end
end
function usetool:fieldInput(keys)
local adv=df.global.world.units.active[0]
local cur_mode=actions[(mode or 0)+1]
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local failed=false
for code,_ in pairs(keys) do
--print(code)
if MOVEMENT_KEYS[code] then
local state={unit=adv,pos=moddedpos(adv.pos,MOVEMENT_KEYS[code]),dir=MOVEMENT_KEYS[code],
from_pos={x=adv.pos.x,y=adv.pos.y, z=adv.pos.z},post_actions=cur_mode[4],pre_actions=cur_mode[5],job_type=cur_mode[2],screen=self}
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 ok,msg=p(state)
if ok==false then
dfhack.gui.showAnnouncement(msg,5,1)
failed=true
end
end
if not failed then
local ok,msg
if type(cur_mode[2])=="function" then
ok,msg=cur_mode[2](state)
else
ok,msg=makeJob(state)
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--(adv,moddedpos(adv.pos,MOVEMENT_KEYS[code]),cur_mode[2],adv.pos,cur_mode[4])
end
if code=="SELECT" then
self:sendInputToParent("LEAVESCREEN")
end
if ok then
self:sendInputToParent("A_WAIT")
else
dfhack.gui.showAnnouncement(msg,5,1)
end
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
function usetool:onInput(keys)
local adv=df.global.world.units.active[0]
if keys.LEAVESCREEN then
if df.global.cursor.x~=-30000 then
self:sendInputToParent("LEAVESCREEN")
else
self:dismiss()
CancelJob(adv)
end
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elseif keys[keybinds.nextJob.key] then
mode=(mode+1)%#actions
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elseif keys[keybinds.prevJob.key] then
mode=mode-1
if mode<0 then mode=#actions-1 end
--elseif keys.A_LOOK then
-- self:sendInputToParent("A_LOOK")
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elseif keys[keybinds.continue.key] then
ContinueJob(adv)
self:sendInputToParent("A_WAIT")
else
if self.mode~=nil then
if keys[keybinds.workshop.key] then
self.mode.input(self,self.building)
end
self:fieldInput(keys)
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else
self:fieldInput(keys)
end
end
end
function usetool:isOnBuilding()
local adv=df.global.world.units.active[0]
local bld=dfhack.buildings.findAtTile(adv.pos)
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if bld and MODES[bld:getType()]~=nil and bld:getBuildStage()==bld:getMaxBuildStage() then
return true,MODES[bld:getType()],bld
else
return false
end
end
function usetool:onRenderBody(dc)
self:shopMode(self:isOnBuilding())
self:renderParent()
end
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if not (dfhack.gui.getCurFocus()=="dungeonmode/Look" or dfhack.gui.getCurFocus()=="dungeonmode/Default") then
qerror("This script requires an adventurer mode with (l)ook or default mode.")
end
usetool():show()