dfhack/plugins/ruby/building.rb

379 lines
14 KiB
Ruby

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module DFHack
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class << self
def building_find(what=:selected, y=nil, z=nil)
if what == :selected
case ui.main.mode
when :LookAround
k = ui_look_list.items[ui_look_cursor]
k.building if k.type == :Building
when :BuildingItems, :QueryBuilding
world.selected_building
when :Zones, :ZonesPenInfo, :ZonesPitInfo, :ZonesHospitalInfo
ui_sidebar_menus.zone.selected
end
elsif what.kind_of?(Integer)
# search by building.id
return world.buildings.all.binsearch(what) if not z
# search by coordinates
x = what
world.buildings.all.find { |b|
b.z == z and
if b.room.extents
dx = x - b.room.x
dy = y - b.room.y
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dx >= 0 and dx < b.room.width and
dy >= 0 and dy < b.room.height and
b.room.extents[ dy*b.room.width + dx ] > 0
else
b.x1 <= x and b.x2 >= x and
b.y1 <= y and b.y2 >= y
end
}
elsif what.respond_to?(:x) or what.respond_to?(:pos)
# find the building at the same position
what = what.pos if what.respond_to?(:pos)
building_find(what.x, what.y, what.z)
else
raise "what what?"
end
end
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# allocate a new building object
def building_alloc(type, subtype=-1, custom=-1)
cls = rtti_n2c[BuildingType::Classname[type].to_sym]
raise "invalid building type #{type.inspect}" if not cls
bld = cls.cpp_new
bld.race = ui.race_id
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subtype = WorkshopType.int(subtype) if subtype.kind_of?(::Symbol) and type == :Workshop
subtype = FurnaceType.int(subtype) if subtype.kind_of?(::Symbol) and type == :Furnace
subtype = CivzoneType.int(subtype) if subtype.kind_of?(::Symbol) and type == :Civzone
bld.setSubtype(subtype)
bld.setCustomType(custom)
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case type
when :Furnace; bld.melt_remainder[world.raws.inorganics.length] = 0
when :Coffin; bld.initBurialFlags
when :Trap; bld.unk_cc = 500 if bld.trap_type == :PressurePlate
end
bld
end
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# used by building_setsize
def building_check_bridge_support(bld)
x1 = bld.x1-1
x2 = bld.x2+1
y1 = bld.y1-1
y2 = bld.y2+1
z = bld.z
(x1..x2).each { |x|
(y1..y2).each { |y|
next if ((x == x1 or x == x2) and
(y == y1 or y == y2))
if mb = map_block_at(x, y, z) and tile = mb.tiletype[x%16][y%16] and TiletypeShape::BasicShape[Tiletype::Shape[tile]] != :Open
bld.gate_flags.has_support = true
return
end
}
}
bld.gate_flags.has_support = false
end
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# sets x2/centerx/y2/centery from x1/y1/bldtype
# x2/y2 preserved for :FarmPlot etc
def building_setsize(bld)
bld.x2 = bld.x1 if bld.x1 > bld.x2
bld.y2 = bld.y1 if bld.y1 > bld.y2
case bld.getType
when :Bridge
bld.centerx = bld.x1 + (bld.x2+1-bld.x1)/2
bld.centery = bld.y1 + (bld.y2+1-bld.y1)/2
building_check_bridge_support(bld)
when :FarmPlot, :RoadDirt, :RoadPaved, :Stockpile, :Civzone
bld.centerx = bld.x1 + (bld.x2+1-bld.x1)/2
bld.centery = bld.y1 + (bld.y2+1-bld.y1)/2
when :TradeDepot, :Shop
bld.x2 = bld.x1+4
bld.y2 = bld.y1+4
bld.centerx = bld.x1+2
bld.centery = bld.y1+2
when :SiegeEngine, :Windmill, :Wagon
bld.x2 = bld.x1+2
bld.y2 = bld.y1+2
bld.centerx = bld.x1+1
bld.centery = bld.y1+1
when :AxleHorizontal
if bld.is_vertical == 1
bld.x2 = bld.centerx = bld.x1
bld.centery = bld.y1 + (bld.y2+1-bld.y1)/2
else
bld.centerx = bld.x1 + (bld.x2+1-bld.x1)/2
bld.y2 = bld.centery = bld.y1
end
when :WaterWheel
if bld.is_vertical == 1
bld.x2 = bld.centerx = bld.x1
bld.y2 = bld.y1+2
bld.centery = bld.y1+1
else
bld.x2 = bld.x1+2
bld.centerx = bld.x1+1
bld.y2 = bld.centery = bld.y1
end
when :Workshop, :Furnace
# Furnace = Custom or default case only
case bld.type
when :Quern, :Millstone, :Tool
bld.x2 = bld.centerx = bld.x1
bld.y2 = bld.centery = bld.y1
when :Siege, :Kennels
bld.x2 = bld.x1+4
bld.y2 = bld.y1+4
bld.centerx = bld.x1+2
bld.centery = bld.y1+2
when :Custom
if bdef = world.raws.buildings.all.binsearch(bld.getCustomType)
bld.x2 = bld.x1 + bdef.dim_x - 1
bld.y2 = bld.y1 + bdef.dim_y - 1
bld.centerx = bld.x1 + bdef.workloc_x
bld.centery = bld.y1 + bdef.workloc_y
end
else
bld.x2 = bld.x1+2
bld.y2 = bld.y1+2
bld.centerx = bld.x1+1
bld.centery = bld.y1+1
end
when :ScrewPump
case bld.direction
when :FromEast
bld.x2 = bld.centerx = bld.x1+1
bld.y2 = bld.centery = bld.y1
when :FromSouth
bld.x2 = bld.centerx = bld.x1
bld.y2 = bld.centery = bld.y1+1
when :FromWest
bld.x2 = bld.x1+1
bld.y2 = bld.centery = bld.y1
bld.centerx = bld.x1
else
bld.x2 = bld.x1+1
bld.y2 = bld.centery = bld.y1
bld.centerx = bld.x1
end
when :Well
bld.bucket_z = bld.z
bld.x2 = bld.centerx = bld.x1
bld.y2 = bld.centery = bld.y1
when :Construction
bld.x2 = bld.centerx = bld.x1
bld.y2 = bld.centery = bld.y1
bld.setMaterialAmount(1)
return
else
bld.x2 = bld.centerx = bld.x1
bld.y2 = bld.centery = bld.y1
end
bld.setMaterialAmount((bld.x2-bld.x1+1)*(bld.y2-bld.y1+1)/4+1)
end
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# set building at position, with optional width/height
def building_position(bld, pos, w=nil, h=nil)
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if pos.respond_to?(:x1)
x, y, z = pos.x1, pos.y1, pos.z
w ||= pos.x2-pos.x1+1 if pos.respond_to?(:x2)
h ||= pos.y2-pos.y1+1 if pos.respond_to?(:y2)
elsif pos.respond_to?(:x)
x, y, z = pos.x, pos.y, pos.z
else
x, y, z = pos
end
w ||= pos.w if pos.respond_to?(:w)
h ||= pos.h if pos.respond_to?(:h)
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bld.x1 = x
bld.y1 = y
bld.z = z
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bld.x2 = bld.x1+w-1 if w
bld.y2 = bld.y1+h-1 if h
building_setsize(bld)
end
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# set map occupancy/stockpile/etc for a building
def building_setoccupancy(bld)
stockpile = (bld.getType == :Stockpile)
complete = (bld.getBuildStage >= bld.getMaxBuildStage)
extents = (bld.room.extents and bld.isExtentShaped)
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z = bld.z
(bld.x1..bld.x2).each { |x|
(bld.y1..bld.y2).each { |y|
next if extents and bld.room.extents[bld.room.width*(y-bld.room.y)+(x-bld.room.x)] == 0
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next if not mb = map_block_at(x, y, z)
des = mb.designation[x%16][y%16]
des.pile = stockpile
des.dig = :No
if complete
bld.updateOccupancy(x, y)
else
mb.occupancy[x%16][y%16].building = :Planned
end
}
}
end
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# link bld into other rooms if it is inside their extents or vice versa
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def building_linkrooms(bld)
world.buildings.other[:ANY_FREE].each { |ob|
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next if ob.z != bld.z
if bld.is_room and bld.room.extents
next if ob.is_room or ob.x1 < bld.room.x or ob.x1 >= bld.room.x+bld.room.width or ob.y1 < bld.room.y or ob.y1 >= bld.room.y+bld.room.height
next if bld.room.extents[bld.room.width*(ob.y1-bld.room.y)+(ob.x1-bld.room.x)] == 0
ui.equipment.update.buildings = true
bld.children << ob
ob.parents << bld
elsif ob.is_room and ob.room.extents
next if bld.is_room or bld.x1 < ob.room.x or bld.x1 >= ob.room.x+ob.room.width or bld.y1 < ob.room.y or bld.y1 >= ob.room.y+ob.room.height
next if ob.room.extents[ob.room.width*(bld.y1-ob.room.y)+(bld.x1-ob.room.x)].to_i == 0
ui.equipment.update.buildings = true
ob.children << bld
bld.parents << ob
end
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}
end
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# link the building into the world, set map data, link rooms, bld.id
def building_link(bld)
bld.id = df.building_next_id
df.building_next_id += 1
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world.buildings.all << bld
bld.categorize(true)
building_setoccupancy(bld) if bld.isSettingOccupancy
building_linkrooms(bld)
end
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# set a design for the building
def building_createdesign(bld, rough=true)
job = bld.jobs[0]
job.mat_type = bld.mat_type
job.mat_index = bld.mat_index
if bld.needsDesign
bld.design = BuildingDesign.cpp_new
bld.design.flags.rough = rough
end
end
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# creates a job to build bld, return it
def building_linkforconstruct(bld)
building_link bld
ref = GeneralRefBuildingHolderst.cpp_new
ref.building_id = bld.id
job = Job.cpp_new
job.job_type = :ConstructBuilding
job.pos = [bld.centerx, bld.centery, bld.z]
job.references << ref
bld.jobs << job
job_link job
job
end
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# construct a building with items or JobItems
def building_construct(bld, items)
job = building_linkforconstruct(bld)
rough = false
items.each { |item|
if items.kind_of?(JobItem)
item.quantity = (bld.x2-bld.x1+1)*(bld.y2-bld.y1+1)/4+1 if item.quantity < 0
job.job_items << item
else
job_attachitem(job, item, :Hauled)
end
rough = true if item.getType == :BOULDER
bld.mat_type = item.getMaterial if bld.mat_type == -1
bld.mat_index = item.getMaterialIndex if bld.mat_index == -1
}
building_createdesign(bld, rough)
end
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# construct an abstract building (stockpile, farmplot, ...)
def building_construct_abstract(bld)
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case bld.getType
when :Stockpile
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max = df.world.buildings.other[:STOCKPILE].map { |s| s.stockpile_number }.max
bld.stockpile_number = max.to_i + 1
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when :Civzone
max = df.world.buildings.other[:ANY_ZONE].map { |z| z.zone_num }.max
bld.zone_num = max.to_i + 1
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end
building_link bld
if !bld.flags.exists
bld.flags.exists = true
bld.initFarmSeasons
end
end
def building_setowner(bld, unit)
return unless bld.is_room
return if bld.owner == unit
if bld.owner
if idx = bld.owner.owned_buildings.index { |ob| ob.id == bld.id }
bld.owner.owned_buildings.delete_at(idx)
end
if spouse = bld.owner.relations.spouse_tg and
idx = spouse.owned_buildings.index { |ob| ob.id == bld.id }
spouse.owned_buildings.delete_at(idx)
end
end
bld.owner = unit
if unit
unit.owned_buildings << bld
if spouse = bld.owner.relations.spouse_tg and
!spouse.owned_buildings.index { |ob| ob.id == bld.id } and
bld.canUseSpouseRoom
spouse.owned_buildings << bld
end
end
end
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# creates a job to deconstruct the building
def building_deconstruct(bld)
job = Job.cpp_new
refbuildingholder = GeneralRefBuildingHolderst.cpp_new
job.job_type = :DestroyBuilding
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refbuildingholder.building_id = bld.id
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job.references << refbuildingholder
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bld.jobs << job
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job_link job
job
end
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# check item flags to see if it is suitable for use as a building material
def building_isitemfree(i)
!i.flags.in_job and
!i.flags.in_inventory and
!i.flags.removed and
!i.flags.in_building and
!i.flags.owned and
!i.flags.forbid
end
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# exemple usage
def buildbed(pos=cursor)
raise 'where to ?' if pos.x < 0
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item = world.items.all.find { |i|
i.kind_of?(ItemBedst) and
building_isitemfree(i)
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}
raise 'no free bed, build more !' if not item
bld = building_alloc(:Bed)
building_position(bld, pos)
building_construct(bld, [item])
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end
end
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end