Fixed advfort somewhat: now it teleports items so you can build/craft stuff.

develop
Warmist 2014-12-07 22:17:37 +02:00
parent c1da5e2741
commit 05887ffdb8
1 changed files with 80 additions and 18 deletions

@ -1,5 +1,14 @@
-- allows to do jobs in adv. mode.
--[==[
version: 0.002
changelog:
*0.002
- kind-of fixed the item problem... now they get teleported (if teleport_items=true which should be default for adventurer)
- gather plants still not working... Other jobs seem to work.
- added new-and-improved waiting. Interestingly it could be improved to be interuptable.
--]==]
--keybinding, change to your hearts content. Only the key part.
keybinds={
nextJob={key="CUSTOM_SHIFT_T",desc="Next job in the list"},
@ -24,6 +33,9 @@ build_filter.HUMANish={
forbid={}
}
--[[ FIXME: maybe let player select which to disable?]]
for k,v in ipairs(df.global.ui.economic_stone) do df.global.ui.economic_stone[k]=0 end
local gui = require 'gui'
local wid=require 'gui.widgets'
local dialog=require 'gui.dialogs'
@ -34,7 +46,7 @@ local utils=require 'utils'
local tile_attrs = df.tiletype.attrs
settings={build_by_items=false,check_inv=true,df_assign=false}
settings={build_by_items=false,use_worn=false,check_inv=true,teleport_items=true,df_assign=false}
function hasValue(tbl,val)
for k,v in pairs(tbl) do
@ -48,7 +60,7 @@ function reverseRaceLookup(id)
return df.global.world.raws.creatures.all[id].creature_id
end
function deon_filter(name,type_id,subtype_id,custom_id, parent)
print(name)
--print(name)
local adv=df.global.world.units.active[0]
local race_filter=build_filter[reverseRaceLookup(adv.race)]
if race_filter then
@ -410,9 +422,10 @@ function itemsAtPos(pos,tbl)
return ret
end
function AssignBuildingRef(args)
local bld=dfhack.buildings.findAtTile(args.pos)
local bld=args.building or 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)
args.building=args.building or bld
return true
end
function chooseBuildingWidthHeightDir(args) --TODO nicer selection dialog
@ -517,7 +530,30 @@ function isSuitableItem(job_item,item)
local matinfo=dfhack.matinfo.decode(item)
--print(matinfo:getCraftClass())
--print("Matching ",item," vs ",job_item)
if not matinfo:matches(job_item) then
--[[
local true_flags={}
for k,v in pairs(job_item.flags1) do
if v then
table.insert(true_flags,k)
end
end
for k,v in pairs(job_item.flags2) do
if v then
table.insert(true_flags,k)
end
end
for k,v in pairs(job_item.flags3) do
if v then
table.insert(true_flags,k)
end
end
for k,v in pairs(true_flags) do
print(v)
end
--]]
return false,"matinfo"
end
-- some bonus checks:
@ -614,6 +650,15 @@ function EnumItems(args)
end
return ret
end
function putItemsInBuilding(building,job_item_refs)
for k,v in ipairs(job_item_refs) do
--local pos=dfhack.items.getPosition(v)
if not dfhack.items.moveToBuilding(v.item,building,0) then
print("Could not put item:",k,v.item)
end
v.is_fetching=0
end
end
function AssignJobItems(args)
if settings.df_assign then --use df default logic and hope that it would work
@ -621,9 +666,14 @@ function AssignJobItems(args)
end
-- first find items that you want to use for the job
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}
local its
if settings.check_inv then
its=EnumItems{pos=args.from_pos,unit=args.unit,
inv={[df.unit_inventory_item.T_mode.Hauled]=settings.use_worn,[df.unit_inventory_item.T_mode.Worn]=settings.use_worn,
[df.unit_inventory_item.T_mode.Weapon]=settings.use_worn,},deep=true}
else
its=EnumItems{pos=args.from_pos}
end
--[[ job item editor...
jobitemEditor{job=args.job,items=its}:show()
local ok=job.flags.working or job.flags.fetching
@ -638,6 +688,7 @@ function AssignJobItems(args)
job.items[#job.items-1]:delete()
job.items:erase(#job.items-1)
end]]
printall(its)
local item_counts={}
for job_id, trg_job_item in ipairs(job.job_items) do
item_counts[job_id]=trg_job_item.quantity
@ -648,15 +699,17 @@ function AssignJobItems(args)
if not used_item_id[cur_item.id] then
local item_suitable,msg=isSuitableItem(trg_job_item,cur_item)
--if msg then
-- print(cur_item,msg)
--end
--[[
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})
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]))
print(string.format("item added, job_item_id=%d, item %s, quantity left=%d",job_id,tostring(cur_item),item_counts[job_id]))
used_item_id[cur_item.id]=true
end
end
@ -670,6 +723,9 @@ function AssignJobItems(args)
end
end
end
if settings.teleport_items then
putItemsInBuilding(args.building,job.items)
end
local uncollected = getItemsUncollected(job)
if #uncollected == 0 then
job.flags.working=true
@ -683,7 +739,9 @@ function AssignJobItems(args)
return true
--]=]
end
function CheckAndFinishBuilding(args,bld)
args.building=args.building or bld
for idx,job in pairs(bld.jobs) do
if job.job_type==df.job_type.ConstructBuilding then
args.job=job
@ -694,6 +752,7 @@ function CheckAndFinishBuilding(args,bld)
if args.job~=nil then
local ok,msg=AssignJobItems(args)
if not ok then
print(msg)
return false,msg
else
AssignUnitToJob(args.job,args.unit,args.from_pos)
@ -706,7 +765,8 @@ function CheckAndFinishBuilding(args,bld)
end
end
function AssignJobToBuild(args)
local bld=dfhack.buildings.findAtTile(args.pos)
local bld=args.building or dfhack.buildings.findAtTile(args.pos)
args.building=bld
args.job_type=df.job_type.ConstructBuilding
if bld~=nil then
CheckAndFinishBuilding(args,bld)
@ -753,7 +813,8 @@ function ContinueJob(unit)
return
end
end
unit.path.dest:assign(c_job.pos) -- FIXME: overwritten by actions
--unit.path.dest:assign(c_job.pos) -- FIXME: job pos is not always the target pos!!
addJobAction(c_job,unit)
end
@ -831,11 +892,10 @@ function usetool:init(args)
}
}
}
local labors=df.global.world.units.active[0].status.labors
for i,v in ipairs(labors) do
labors[i]=true
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 },
@ -1306,11 +1366,13 @@ function usetool:onInput(keys)
self.subviews.siteLabel.visible=false
end
end
function usetool:onIdle()
local adv=df.global.world.units.active[0]
local job_ptr=adv.job.current_job
local job=findAction(adv,df.unit_action_type.Job)
if self.long_wait and not job then
if job_ptr and self.long_wait and not job then
if adv.job.current_job.completion_timer==0 or adv.job.current_job.completion_timer==-1 then
self.long_wait=false
end